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Dark Heresy

Version 1.6
Table of Contents Introduction 5
Chapter I - Creating an Acolyte 6
Step I - Home World 6
Death World 7
Feral World 7
Feudal World 8
Forge World 8
Fortress World 9
Frontier World 9
Highborn 10
Hive World 10
Penal Colony 11
Schola Progenium 11
Shrine World 12
Voidborn 12
Step II - Career 13
Adept 13
Arbitrator 13
Assassin 14
Cleric 14
Guardsman 15
Mystic 15
Scum 16
Tech-Priest 16
Step III - Invest Experience Points 17
Step IV - Equip your Acolyte 17
Step V - Motivations 17
Chapter II - Skills 18
Common Lore (Intellect) 19
Driving (Agility) 19
Forbidden Lore (Intellect) 19
Scholastic Lore (Intellect) 20
Tech-Use (Intellect) 21
2
Chapter III - Talents 22
Tier 1 Talents 22
Tier 2 Talents 24
Tier 3 Talents 26
Tier 4 Talents 28
Tier 5 Talents 31
Chapter IV - Armoury 32
Imperial Economics 32
Rarity 32
Ranged Weapons 33
Running Out of Ammo 33
Special Ammunition 37
Ranged Weapon Attachments 39
Grenades and Explosives 44
Hallucinogenic Effects 46
Melee Weapons 47
Melee Weapon Attachments 49
Armour 53
Armour Attachments 55
Gear 60
Clothing and Personal Gear 60
Drugs and Consumables 62
Tools 64
Cybernetics 71
Bionic Replacements 71
Bionic Augmentations 72
Mechadendrites 75
Chapter V - Psychic Powers 77
Psychic Disciplines 77
Biomancy (Brawn) 78
Divination (Cunning) 78
Pyromancy (Agility) 78
Telekinesis (Intellect) 78
3
Table of Contents Telepathy (Presence) 78
Manifesting Psychic Powers 79
Perils of the Warp 79
Pushing 79
Psyniscience 79
Types of Psychic Powers 79
Biomancy Perils of the Warp 87
Divination Perils of the Warp 88
Pyromancy Perils of the Warp 89
Telekinesis Perils of the Warp 90
Telepathy Perils of the Warp 91
Chapter VI - Corruption and Damnation 92
Corruption Threshold 92
Corrupting Influences 93
Malignancy and Mutation 93
Recovering from Corruption 93
Falling to Chaos 94
Malignancy Table 95
Chapter VII - Fear and Trauma 97
Fear 97
Mental Trauma 98
Recovery 99
Going Insane 99
Chapter VIII - NPCs and Adversaries 104
NPC Traits 104
Dramatis Personae 108
The Bestial and the Vermin 121
Xenos 125
From Beyond 131
Credits and Acknowledgements 137
Contact Details 137

4
Introduction
“What is your duty? To look the universe in the face and then spit in its eye. To die with
a curse on your lips and your finger on the trigger. To know that you are doomed, but try
anyway.”
– Inquisitor Soldevan, Ordo Hereticus.

In the nightmare future of Warhammer 40,000, horrific danger, deadly mystery, and brutal
violence are Mankind’s only truths. In Dark Heresy, players act as defenders of humanity and
embark on hazardous adventures into the dark heart of the 41st Millennium. They each take
on the role of an Acolyte in service to an Inquisitor, at the front line of a great and secret war to
root out the foes that imperil all of humanity.

Inquisitors—ruthless agents dedicated to preserving Mankind at any cost—are relentless


in the pursuit of these threats, and answer to no one save the lord of the galaxy-spanning
Imperium of Man, the Emperor Himself. To be an Acolyte is to possess more power than most
men can conceive of. This power must be wielded wisely, though, for misusing it can be as
dangerous as not using it at all. Should they fail, entire worlds, systems, or even the Imperium
itself may fall to endless night.

What is this book?


This book provides all the rules and content needed to run Dark Heresy investigations in
the Genesys roleplaying system produced by Fantasy Flight Games. For those who don’t know,
Dark Heresy was a Warhammer 40,000 roleplaying game produced by Black Industries in 2008,
with the second edition being produced by FFG in 2014.

This book is not an exhaustive introduction to the setting of Warhammer 40,000, or the
concept of the Inquisition. People unfamiliar with Dark Heresy’s previous iterations are likely
to find the contents of this book very confusing. If you’re new to the world of Dark Heresy,
and want to know more, I highly recommend you acquire a copy of the first or second edition
of the original Dark Heresy’s core rules. These provide excellent introductions to the world of
Warhammer 40,000, and should serve as a brilliant source of inspiration.

This book is also not standalone when it comes to game mechanics. The rules make frequent
reference to the Genesys Core Rulebook; without that, this is half a game at best, and you will
have serious difficulty playing it. Familiarise yourself with the basic mechanics of Genesys
before reading on, if you haven’t already.

5
Chapter I - Character Creation Chapter I - Creating an Acolyte
“My past mattered only to the extent it attracted the attention of a man I cannot name, even
here. My future was all that mattered now. Each success ensured I still had a future, if only for
one more day, but we all knew a single failure could condemn Mankind to endless death.”
–Gex Avrille, from the private memoirs Recollections of Service

Players in Dark Heresy take on the roles of unique and exceptional individuals plucked
from across the galaxy to become Acolytes in the service of an Inquisitor. The warband they
form fights at the forefront of a battle of which the rest of the humanity is unaware, for only a
select few know the true perils Mankind faces. Citizens across the Imperium might know of
the dangers mutants pose or the heresy of renouncing the Emperor, but their minds cannot
conceive of the Daemons of the Warp that readily devour unprotected souls, the ravenous xenos
species that pollute the stars, or the horrors of reality-defying psykers. Inquisitors and those
who serve them can and must withstand such knowledge and face such enemies.

Character creation in Dark Heresy is a process quite similar to the process presented in the
Genesys Rulebook, with a few alterations. The following chapter outlines everything you need
to know to create an Acolyte in service of The
Emperor’s Holy Inquisition.

Step I - Home World


Taking the place of Archetypes and Species
as presented in the Genesys Rulebook, in
Dark Heresy the second step of character creation is
to select your Home World. Your character may work
for the Inquisition now, but that was not always the
case, and your selection of a Home World informs who
your character was in the past, before beginning their
service to the Throne.

While they are called home worlds, your character’s


home world choice doesn’t have to reflect where they
were born; just the kind of world which was most
crucial to their development into the person they are
today.

Home Worlds are mechanically identical to


Archetypes, determining your starting array of
characteristics, wound threshold, strain threshold,
starting experience, and a small selection of special
benefits unique to your home world.

Select your Home World from the options provided


on the following pages.

6
Death World
Death Worlds represent the harshest environments the Imperium has to
offer that nevertheless require human occupation. Though the kinds of
threats to the natives vary greatly, all of these planets share one important
characteristic: human life is often short. Those who live on and survive these
planets are some of the grittiest and, in some cases, battle-hardened citizens of the Imperium.
Death Worlds are not strictly limited to having deadly flora and fauna; in some cases the danger
lies in unpredictable weather or stellar phenomena that render the planet horribly unsuited for
normal habitation.

2
Brawn
2
Agility
2
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 13 + Brawn
• Strain Threshold: 11 + Willpower
• Starting Experience: 100 XP
• Survivalists: Death Worlders begin the game with one rank in both Survival and
Resilience. They still may not train these skills above rank 2 during character creation.
• Survivor’s Paranoia: When rolling for Initiative, Death Worlders may always use
Vigilance.

Feral World
Feral Worlds are planets where the dominant culture is trapped in a
primitive state, often much lower technologically than that of other Imperial
worlds. This can range from nomadic human tribes, with little more than
spears and a mastery over fire, to once-advanced planets now reduced to
barbarism from environmental catastrophes, xenos predations, or other world shattering
events. Natives are likely to have grown up without technology, and had to survive by hunting
or farming with primitive tools and their own two hands.

3
Brawn
2
Agility
1
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 13 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 95 XP
• Savage: Feral Worlders begin the game with one rank in either Melee (Heavy) or Survival.
They still may not train these skills above rank 2 during character creation.
• Vicious Warriors: When attacking with a melee weapon from the Low-Tech category, Feral
Worlders add Pierce 1.
• Primitive: When making a Charm check in formal or upper-class settings, Feral Worlders
upgrade the difficulty once.

7
Chapter I - Character Creation Feudal World
Feudal Worlders live on planets defined by two pronounced aspects, the first
and most dominant being a technological level suspended far below many
other Imperial societies. On many of these worlds, gunpowder-based devices
represent the extent of advancement. The other defining aspect of feudal
worlds is how their natives live, all part of networks of obligations and allegiances throughout
a tribe or other societal grouping. These ties remain throughout generations, all members born,
raised, and dying within their fixed stations. Like their technology, Feudal Worlders exist in a
stagnated state.

2
Brawn
2
Agility
2
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 11 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 110 XP
• The Old Ways: Feudal Worlders begin the game with one rank in either Melee (Light) or
Athletics. They still may not train these skills above rank 2 during character creation.
• At Home in Armour: Feudal Worlders reduce the encumbrance of worn armour by 2, to a
minimum of 0.

Forge World
Forge Worlds are the main armouries and assembly lines of the Imperium.
On these densely-populated worlds, citizens toil endlessly to craft weaponry
for the armies of the Emperor, their bodies often enhanced with technology
so that they might better fulfil their tasks or survive the toxic conditions of
the factories. The denizens are likely to have been born to do a specific task, like their parents
before them and their children that will come after, focusing their entire lives on a single job.
It is a rigid society from which few escape, where the great Machine Cult and Tech-Priest
overlords enforce the construction and toil of the teeming billions working below.

2
Brawn
2
Agility
3
Intellect
2
Cunning
2
Willpower
1
Presence
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 95 XP
• Accustomed to Machines: Forge Worlders begin the game with one rank in Tech-Use.
They still may not train Tech-Use above rank 2 during character creation.
• The Flesh is Weak: A Forge Worlder begins play with one cybernetic, costing up to 2,000
thrones. Forge Worlders can install a number of cybernetics equal to their Brawn plus 2
before reducing their strain threshold.

8
Fortress World
Fortress Worlds are highly fortified, militarised worlds serving as a bastion
against some great threat to the Imperium. These worlds are often in a
constant state of warfare, locked in a bitter conflict to protect the wider
Imperium from heretics, xenos and things much worse. Most individuals
born to a Fortress World are pressed into military service as soon as they come of age, with a
disproportionate number of citizens serving in the Planetary Defense Forces, or those of the
Astra Militarum.

2
Brawn
2
Agility
2
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 11 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 110 XP
• Bred for War: Fortress Worlders begin the game with one rank in Ranged (Heavy). They
still may not train Ranged (Heavy) above rank 2 during character creation.
• Stalwart Defenders: When making use of cover, Fortress Worlders gain an additional +1
Ranged Defence.

Frontier World
Frontier Worlds occupy the desperate, lawless fringes of the Imperium.
Inhabitants quickly learn self-reliance by necessity, knowing that they
cannot expect outside aid against marauding humans or ravenous aliens.
As always, where there is little Imperial attention, heresy and mutation
festers unchecked. Frontier worlds swarm with the violent dregs of humanity, with pirates,
bandits, outlaws, and worse ruling many areas. These planets easily become breeding grounds
for rogue psykers, misguided heresies, and vile cults, and can threaten Mankind across the
wider Imperium should their contagion spread. Whereas life on any Imperial world is harsh
and unrelenting, except perhaps for those of high birth who endure more subtle or insidious
burdens, Frontier Worlders often stand apart. While other citizens of the Imperium are
afforded some small protection by the authorities, frontier denizens must face many threats on
their own, from xenos raiders to tectonic instability.

2
Brawn
2
Agility
2
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 12 + Brawn
• Strain Threshold: 11 + Willpower
• Starting Experience: 100 XP
• Survival Instinct: Frontier Worlders begin the game with one rank in either Survival or
Perception. They still may not train these skills above rank 2 during character creation.
• Rely on None But Yourself: When making Tech-Use checks to repair or modify personal
equipment, Frontier Worlders decrease the difficulty once.
9
Chapter I - Character Creation Highborn
Highborn are the elite of Imperial worlds, the nobles, princes, and lords of
cities, systems, and worlds who rule over boundless populations alongside
other equally-privileged scions. To be born into such a setting is to have been
given the best the planet has to offer, raised apart from the struggling ranks
of Mankind, and destined to take on positions of great import and power. These luxuries might
be the finest pelts and grox meat of a feudal world, or the most potent of narcotics and offworld
delights on a mainstay hive world. To be a highborn is to enter into a world of deadly politics
and ancient feuds.

1
Brawn
2
Agility
2
Intellect
2
Cunning
2
Willpower
3
Presence
• Wound Threshold: 9 + Brawn
• Strain Threshold: 12 + Willpower
• Starting Experience: 100 XP
• Silver Tongue: Nobles begin the game with one rank in either Charm or Deception. They
still may not train this skill above rank 2 during character creation.
• Etiquette: When making Charm, Deception or Negotiation rolls in formal situations, or
when interacting with high authority, add b to the check. When making such rolls to
interact with members of the lower class of society, add b instead.
• Affluent: Nobles begin the game with 1,000 extra thrones with which to purchase starting
equipment.

Hive World
Hive worlders exist in cities that reach kilometres into the sky from the wast-
ed surface of toxic, hostile environments, ruined through many centuries of
industry. Sealed off rom the planet outside, they live stacked on hundreds
of levels, each one packed with millions of souls working, eating, and dying
without ever venturing beyond the steel caverns of their birth. To be a hive worlder is to have
grown up among overpopulation and artifice, where the sun is only a myth.

2
Brawn
2
Agility
2
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 100 XP
• Vigilant: Hive Worlders begin the game with one rank in either Perception or Streetwise.
They still may not train these skills above rank 2 during character creation.
• Accustomed to Crowds: Hive Worlders suffer no penalty for moving through dense crowds
or cramped alleyways.
• Wary: When rolling for initiative, Hive Worlders add s to the roll.

10
Penal Colony
Where most world classifications stem from the types of terrain or lifeforms
found there, penal colonies are defined by strict Imperial Law. In every
expansion, there are recidivists, looters, murderers, and thieves who appear
in its wake. The most violent or persistent offenders, if not granted summary
execution at the time of apprehension, may be shipped off-world to facilities designed to house
them permanently. These purgatories made real are often ruined worlds left forgotten due to
their lack of strategic importance or natural resources. Buildings are repurposed and retrofitted
to accommodate massive numbers of inmates, and automated defences are brought in to keep
the new residents in line.

2
Brawn
2
Agility
1
Intellect
3
Cunning
2
Willpower
2
Presence
• Wound Threshold: 11 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 100 XP
• Recidivist: Penal Colonists begin the game with one rank in either Skulduggery or
Deception. They still may not train these skills above rank 2 during character creation.
• Connected: When making a Streetwise check to find equipment on the black market, or
make contact with criminal organisations, Penal Colonists remove up to bb from the roll.

Schola Progenium
The Schola Progenium takes children whose parents have perished in the
service of the Emperor, from daughters of Imperial Guard Officers killed
on the battlefield, to sons of administrators lost in the far reaches of the
Imperial space, and trains them to become the backbone of Imperial society.
The fundamental part of life in the Schola Progenium is harsh discipline. From the day they
first don their grey garb, the progena learn that the God-Emperor has no use for infirmity of
purpose or weakness, and pain is merely an illusion of an untrained mind. As they mature,
the progena are groomed for the place they shall take in the service of the Imperium. Many are
taken into the Ecclesiarchy, Administratum or some other division of the Adeptus Terra, while
others find themselves joining the Imperium’s armed forces.

2
Brawn
2
Agility
2
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 12 + Brawn
• Strain Threshold: 12 + Willpower
• Starting Experience: 95 XP
• Schola Education: Progena begin the game with one rank in two different career skills of
their choice. They still may not train these skills above rank 2 at character creation.
• Tempered Will: Progena remove b caused by Critical Injuries, the disoriented condition,
and fear from all checks they make.

11
Chapter I - Character Creation Shrine World
Shrine Worlders grow up on worlds that the Imperium has deemed holy
places, where the Cult of the Emperor’s power is omnipresent. While their
birthplace might range from cluttered, decaying cities to scattered farmlands,
or their planet from a green paradise to a forbidding rock, the power of the
Emperor saturates it. Perhaps some great deed was committed here, a bold hero turning back
the alien tide, or because it is the resting place for a saint with a hallowed grave dominating
the surface of the world and drawing pilgrims from far and wide to gaze upon its glory. While
all citizens of the Imperium are taught to venerate the glory of the Emperor in one form or
another, it is the shrine worlders who perhaps have the greatest understanding and reverence of
the teachings of the Imperial Cult.

2
Brawn
2
Agility
2
Intellect
1
Cunning
3
Willpower
2
Presence
• Wound Threshold: 10 + Brawn
• Strain Threshold: 12 + Willpower
• Starting Experience: 100 XP
• Student of the Creed: Shrine Worlders begin the game with one rank in Scholastic Lore.
They still may not train Scholastic Lore above rank 2 during character creation.
• Strength of Faith: When making a Fear check, Shrine Worlders add aa.

Voidborn
Voidborn spend their lives in the expanses of space, growing up on ancient
orbital stations, generation vessels, merchant freighters, or remote asteroid
outposts. They spend much of their lives without the stability of a real world
beneath their feet, knowing the cold, deadly grasp of empty space is only a
few metres of bulkhead away. This makes them exceptionally skilled when it comes to living
on voidships and space stations, more so than any who have spent their lives crawling around
in the dirt of a world. It also often makes them strange even amidst other Imperial subjects,
tall and willowy, hairless, or with large dark eyes. Living so close to the still blackness of the
void also touches their souls. There is something deeply odd about the voidborn, something
intangible that lurks below the surface, writhing in the dark.

1
Brawn
3
Agility
2
Intellect
2
Cunning
2
Willpower
2
Presence
• Wound Threshold: 9 + Brawn
• Strain Threshold: 12 + Willpower
• Starting Experience: 100 XP
• Child of the Dark: When making skill checks to resist the effects of mind altering psychic
powers or warp phenomena, Voidborn add s.
• Void Accustomed: When making skill checks, Voidborn remove bb imposed by
environmental conditions related to reduced gravity or other void-based phenomena.

12
Step II - Career
Your character’s career determines their array of career skills, shaping the kind of character
they will become. In Dark Heresy, your career only determines half of your career skills. The
remaining four are selected freely from the remaining available skills. This allows players a
greater deal of flexibility to represent the incredibly varied nature of the individuals which the
Inquisition recruits. These careers are intended to be generic, and applicable to a wide range of
roles in the galaxy; the Guardsman career could represent an actual Imperial Guardsman, or
any other capable soldier trained in the art of warfare, for example.

Adept
Considered by many to be the pencil pushers of the
galaxy, adepts keep the Imperium of Man running like a
well oiled machine. With access to a tremendous wealth
of knowledge, and blessed with the mental acuity to take
advantage of it, adepts are a valuable member of any
Acolyte cell, lending a critical eye and an encyclopedic
knowledge of the galaxy.

The Adept career might represent a member of the


Adeptus Administratum, a talented civilian remembrancer, a
member of staff for a Planetary Governor, or simply a well-
learned sage.

The Adept counts the following skills as career skills: Common Lore, Negotiation,
Perception, and Scholastic Lore. In addition, the Adept may select four other skills, and also
counts those as career skills. Before spending experience during character creation, an Adept
may choose four of their career skills and gain one rank in each of them.

Arbitrator
With many cities reaching populations of billions,
civil disobedience and lawbreaking are an everyday
reality in the 41st Millennium. Arbitrators act as the
bulwark against disorder, upholding the Emperor’s law
in some of the darkest alleys of the galaxy’s hives.

The Arbitrator career might represent a member of


the Adeptus Arbites, an Enforcer, a member of a private
security force, a bounty hunter, or any other individual
who keeps law and order in the galaxy.

The Arbitrator counts the following skills as career


skills: Coercion, Melee (Light), Ranged (Heavy) and
Streetwise. In addition, the Arbitrator may select four
other skills, and also counts those as career skills.
Before spending experience during character creation, an Arbitrator may choose four of their
career skills and gain one rank in each of them.
13
Chapter I - Character Creation Assassin
In the Imperium, assassination is a valued tool used
by all, from the agencies of the Adepta down to petty
crime lords of the underhives. A professional killer is
always in demand, and some turn the sport of killing
into an art, finely honing their talents in vicious
murder.

The Assassin career might represent a member of


one of the galaxy’s terrifying death cults, a member
of a more formal assassin’s guild, or simply a talented
freelancer.

The Assassin counts the following skills as career


skills: Coordination, Melee (Light), Ranged (Light)
and Stealth. In addition, the Assassin may select four
other skills, and also counts those as career skills.
Before spending experience during character creation,
an Assassin may choose four of their career skills and
gain one rank in each of them.

Cleric
Clerics, preachers and confessors are found
on every world the Imperium of Man has
conquered, preaching the holy truth of the
Emperor. They are a more powerful force than
their station would suggest, able to whip an
entire crowd up into a furious frenzy and stand
strong in the face of abject terror.

The Cleric career might represent a blessed


representative of the Adeptus Ministorum, a
local chapel’s preacher, a member of the non-
militant orders of the Adepta Sororitas, or
anyone else with a strong religious fervor and a
talent for working with the unwashed masses.

The Cleric counts the following skills as


career skills: Charm, Discipline, Leadership
and Scholastic Lore. In addition, the Cleric may
select four other skills, and also counts those as
career skills. Before spending experience during
character creation, a Cleric may choose four of
their career skills and gain one rank in each of them.

14
Guardsman
There is one truth in the world of the 41st
Millennium; there is only war. To that end, the
Imperium of Man has trillions of soldiers, spread
across more warfronts than can be counted.
Handy with a rifle, and with a knack for staying
alive, Guardsmen make excellent recruits for The
Inquisition.

The Guardsman career might represent an imperial


guardsman of the Astra Militarum, a fleet officer
within the Imperial Navy, a warrior of the Adepta
Sororitas, or a mercenary with no true allegiance to
any military.

The Guardsman counts the following skills as


career skills: Athletics, Melee (Light), Ranged
(Heavy) and Vigilance. In addition, the Guardsman
may select four other skills, and also counts those as
career skills. Before spending experience during character creation, a Guardsman may choose
four of their career skills and gain one rank in each of them.

Mystic
The eldritch energies of The Warp permeate all of
the galaxy, meaning that wherever humans might be
found, psykers, witches and other wretched mutants
are sure to be lurking. Mystics can draw on the
powerful energies of the Warp, reshaping reality with
a thought. This makes them valuable, but dangerous
assets to The Inquisition. The Mystic Career can be
selected even if your character is not a psyker, and
characters from any Career may become psykers.

The Mystic career might represent a sanctioned


Psyker under the control of the Adeptus Astra
Telepathica, an unsanctioned local mystic, a Chaos-
worshipping witch, or anyone else who can draw
on the foul energies of the Warp, or has a strong
fascination for such arcane secrets.

The Mystic counts the following skills as career


skills: Discipline, Forbidden Lore, Perception and
Vigilance. In addition, the Mystic may select four
other skills, and also counts those as career skills.
Before spending experience during character creation, a Mystic may choose four of their career
skills and gain one rank in each of them.
15
Chapter I - Character Creation
Scum
As has always been the case, the flotsam
and jetsam of humanity seems to attract each
other and thrives in the darkest of places. The
Imperium is a vast and unforgivably hard
regime to subsist in, and so the unwanted and
uncared for fester and even flourish in the most
unlikely and inhospitable places. With how often
Inquisitors are forced to rake through the muck
of the Imperium’s criminal underbelly, Scum are
frequently recruited for their expertise.

The Scum career might represent a member


of a the cutthroat hive gang, a skilled con artist,
a mutant languishing in the underhives, or any
other lawless dreg of society.

The Scum counts the following skills as career


skills: Deception, Ranged (Light), Stealth and
Streetwise. In addition, the Scum may select four other skills, and also counts those as career
skills. Before spending experience during character creation, the Scum may choose four of their
career skills and gain one rank in each of them.

Tech-Priest
The Imperium has a strong, religious
respect for technology, and those that can
work with machines are held in high regard.
Tech-priests keep the Imperium of Man
running, tending to the various marvels of
technology that allow humanity to flourish.

The Tech-Priest career might represent an


anointed member of the Machine Cult, a self-
taught technician, or a foul heretek.

The Tech-priest counts the following skills


as career skills: Cool, Perception, Scholastic
Lore and Tech-Use. In addition, the Tech-
Priest may select four other skills, and also
counts those as career skills. Before spending
experience during character creation, the
Tech-Priest may choose four of their career
skills and gain one rank in each of them.

16
Step III - Invest Experience Points
Characters begin with a budget of experience points based on their Home World choice.
Spending experience points follows the rules outlined in the Genesys Core Rulebook (page
44). Remember that experience points cannot be directly invested into characteristics after
character creation, so it’s important that you invest some of your starting XP into boosting your
characteristics.

The Game Master may elect to grant players an extra allotment of experience points, allowing
them to create Acolytes who are more competent and experienced. Remember that only XP that
comes from your Home World may be spent on increasing characteristics; any extra XP granted
by the GM must be spent on other things, such as skills and talents.

Step IV - Equip your Acolyte


Many things define Inquisitors and those who serve them in the defence of mankind, such
as their indomitable will, strength of character, and faith in the Emperor. While the especially
devout would insist nothing more is needed, it is rare to find an Acolyte who does not also
carry an arsenal of weapons, equipment, protective wear, and other devices. Such additions can
allow him to fight more effectively, survive hostile conditions, and conduct better investigations.

By default, Acolytes start with a budget of


1,500 thrones with which to purchase their
starting equipment. No items with a
rarity higher than 6 may be purchased
during character creation.

Acolytes keep any unspent


thrones when they start the game.
In addition, once the Acolyte has
finished spending their starting
thrones, they gain 100 additional
thrones at the beginning of the
game. This extra “spending money”
may not be spent during character
creation.

Step V - Motivations
Characters determine their
Desires, Fears, Strengths and
Flaws using the same process
outlined on Page 46 of the Genesys
Core Rulebook. In a game as
psychological as Dark Heresy, these
character traits can become very
important.

17
Chapter II - Skills Chapter II - Skills
“May my hands never forget their skill. May my mind never forget its knowledge. May I
never forget my purpose.”
–Kaede Zavran, Xenographer, Logis Strategos Calixis Division

Skills indicate abilities that an Acolyte has learned either through their education or through
the more practical applications that are part of service to the Inquisition. For some characters,
the skills they possess at the beginning of their careers are a strong indication of those they may
use throughout their lives. In other instances, an Acolyte’s path might diverge from his origin
as he explores new fields of expertise.

The following table outlines the skills available in Dark Heresy. The majority of the skills in
this list are taken directly from the Genesys Core Rulebook, but some are new. The new skills
have received full writeups on the following pages. For existing skills, refer to the Genesys
Core Rulebook (page 52). Note that while they are considered skills, Psychic Disciplines are not
detailed here, instead being detailed Chapter V - Psychic Powers (page 77).

Skill Characteristic Info


General Skills
Athletics Brawn Genesys Core Rulebook (Page 58).
Cool Presence Genesys Core Rulebook (Page 59).
Coordination Agility Genesys Core Rulebook (Page 59).
Discipline Willpower Genesys Core Rulebook (Page 60).
Driving Agility Genesys Core Rulebook (Page 60). See description for changes.
Medicae Intellect Genesys Core Rulebook (Page 61).
Perception Cunning Genesys Core Rulebook (Page 62).
Resilience Brawn Genesys Core Rulebook (Page 63).
Skulduggery Cunning Genesys Core Rulebook (Page 64).
Stealth Agility Genesys Core Rulebook (Page 64).
Streetwise Cunning Genesys Core Rulebook (Page 65).
Survival Cunning Genesys Core Rulebook (Page 65).
Tech-Use Intellect See description.
Vigilance Willpower Genesys Core Rulebook (Page 65).
Combat Skills
Gunnery Agility Genesys Core Rulebook (Page 69).
Melee (Light) Brawn Genesys Core Rulebook (Page 68). See description for changes.
Melee (Heavy) Brawn Genesys Core Rulebook (Page 68).
Ranged (Light) Agility Genesys Core Rulebook (Page 68).
Ranged (Heavy) Agility Genesys Core Rulebook (Page 69).
Knowledge Skills
Common Lore Intellect See description.
Forbidden Lore Intellect See description.
Scholastic Lore Intellect See description.
Psychic Disciplines
Biomancy Will See description in Chapter V - Psychic Powers (page 77).
Divination Cunning See description in Chapter V - Psychic Powers (page 77).
Pyromancy Agility See description in Chapter V - Psychic Powers (page 77).
Telekinesis Intellect See description in Chapter V - Psychic Powers (page 77).
Telepathy Presence See description in Chapter V - Psychic Powers (page 77).
Social Skills
Charm Presence Genesys Core Rulebook (Page 55).
Coercion Willpower Genesys Core Rulebook (Page 55).
Deception Cunning Genesys Core Rulebook (Page 56).
Leadership Presence Genesys Core Rulebook (Page 56).

18
Negotiation Presence Genesys Core Rulebook (Page 56).
Operations Int used to command/pilot large starships
Common Lore (Intellect)
Common Lore represents the common knowledge an individual might possess about the
general information, procedures, divisions, traditions, famed individuals, and superstitions
of a world, group, organisation, or race. Such information is deeper than mere knowledge of
the subject’s existence, and more reflects a degree of familiarity that indicates a measure of
dedicated interest in the area. This skill differs from Scholastic Lore, which represents scholarly
learning one might gain through study and research, and Forbidden Lore, which involves
hidden or proscribed knowledge. Common Lore deals with basic information gained from
prolonged exposure to Imperial society.

Your character should use this skill if…


• Your character wants to know what the environment of a specific planet is like.
• Your character wishes to know the details of commonly occuring crime in a given
hive city.
• Your character needs to know the official process for accessing specific records
through the Adeptus Administratum.
• Your character wishes to know details of Imperial legend and folklore, such as the
dread tale of the Horus Heresy.

Your character not should use this skill if…


• Your character wishes to learn something about daemons, xenos or other heretical
topics; this is governed by Forbidden Lore.
• Your character wishes to learn about academic subjects, such as cryptography, or
linguistics. This is governed by Scholastic Lore.

Driving (Agility)
Driving operates as described on page 60 of the Genesys Core Rulebook. The only difference
is that in Dark Heresy, Driving may be used to operate flying vehicles as well, as would usually
be governed by Piloting (page 62 of the Genesys Core Rulebook). This skill does not govern the
control of large vehicles such as starships - that is Operations

Forbidden Lore (Intellect)


Since Mankind first travelled to the stars, he has faced myriad threats; the
profane entities of the Warp, foul xenos lurking in dark of space, and the baleful
presence of the Chaos gods. To prevent the whole galaxy from falling to despair
and heresy, knowledge of such threats is tightly controlled, known only to a select
few. Acolytes often number amongst those burdened with heretical
knowledge; after all, you must know your enemy to properly combat
them. Forbidden Lore governs an Acolyte’s understanding of
knowledge which is forbidden to most citizens of The Imperium;
the practices of foul cults, knowledge of the numerous xenos
cultures populating the stars, and an understanding of how
the empyrean energies of the Warp can influence realspace.

19
Chapter II - Skills Your character should use this skill if…
• Your character wants to identify a strange xenos creature they have spotted.
• Your character tries to recall a specific piece of lore about a Chaos God.
• Your character attempts to translate the alien script of a xenos race.
• Your character finds a xenos weapon on the black market and tries to determine its
origins.
• our character attempts to estimate the true potential of a psyker or witch after
observing their powers.

Your character not should use this skill if…


• Your character tries to learn information which is trivial. Members of The Inquisition
will usually have a basic understanding of heretical topics; they probably already
know what an Ork is without needing to roll a check, and can identify that a
Bloodletter is not of this world.

Scholastic Lore (Intellect)


Across the vast society of the Imperium of Man, literacy is considered a privelege given to
a select few. Because of this, the pursuit of scientific knowledge and education is rare indeed,
with precious few outside the cloistered halls of the Adeptus Mechanicus pursuing more than a
surface level understanding of the world around them. Scholastic Lore represent’s a character’s
level of knowledge of academic subject matter. It includes their understanding of various topics
such as mathematics, chymistry, cryptology, the minute details of the Imperial Creed, and
many others. As well, Scholastic Lore can sometimes be used to represent the application of
these skills; breaking the cypher of encrypted messages, comparing huge amounts of data for
inconsistencies, or other applications of logic and research ability.

Your character should use this skill if…


• Your character tries to decrypt an encoded transmission.
• Your character tries to gain useful insights from analysing and comparing large
amounts of data.
• Your character wants to identify a mysterious toxin.
• Your character tries to recall a specific point of Imperial law.
• Your character needs to solve a complex mathematical equation.
Your character not should use this skill if…
• Your character wishes to learn something about daemons, xenos or other heretical
topics; this is governed by Forbidden Lore.
• Your character is attempting to learn about knowledge which is more general, rather
than academic; details of the Imperium’s culture and practices, information about
specific planets, etc. This is covered by the Common Lore skill.
• Your character wishes to do something that would be trivial, such as read a letter or
recall that the capital of the Imperium is Terra. Such things do not require a check.

20
Tech-Use (Intellect)
Technology in The Imperium of Man is a venerated, holy thing. Sacred rites are performed
before a simple field stripping of a rifle, and ancient, room-filling computing devices are
anointed with sacred oils before being operated, to appease the fickle spirits within. The Tech-
Use skill governs an Acolyte’s understanding of how to successfully interact with technology.
This includes operating machinery and cogitators, repairing equipment, securing access to
protected cogitator banks, and understanding the proper rites and rituals surrounding the use
of technology.

Your character should use this skill if…


• Your character attempts to repair a damaged lasgun.
• Your character wants to access a secure cogitator to disable a security system.
• Your character tries to give orders to a servo-skull.
• Your character wants to construct a new item, or modify an existing one.
• Your character tries to soothe the wrathful machine spirit of a mistreated machine.

Your character not should use this skill if…


• Your character is performing a simple task, such as recharging the energy cells on a
lasgun, or changing the wheels on a vehicle. This requires no skill check in typical
circumstances.
• Your character is trying to gain insight into the religious practices of the Adeptus
Mechanicus. This would be better suited to a Scholastic Lore check.

21
Chapter III - Talents Chapter III - Talents
“Decent shot, but where’s the showmanship? Here, let me show you how a real gunslinger
does things...”
–Tyriel Katz, Convict, Jericho’s Grasp (KIA)

Tier 1 Talents
Name Info
Blather See description.
Bought Info Genesys Core Rulebook page 72.
Catfall See description.
Clever Retort Genesys Core Rulebook page 73.
Desperate Recovery Genesys Core Rulebook page 73.
Duelist Genesys Core Rulebook page 73.
Durable Genesys Core Rulebook page 73.
Forager Genesys Core Rulebook page 73.
Grit Genesys Core Rulebook page 73.
Hamstring Shot Genesys Core Rulebook page 73.
Hatred See description.
Jump Up Genesys Core Rulebook page 73.
Knack For It Genesys Core Rulebook page 73.
Know Somebody Genesys Core Rulebook page 74.
Let’s Ride Genesys Core Rulebook page 74.
One With Nature Genesys Core Rulebook page 74.
Parry Genesys Core Rulebook page 74.
Proper Upbringing Genesys Core Rulebook page 74.
Pinning Fire See description.
Purifying Flame See description.
Quick Draw Genesys Core Rulebook page 74.
Quick Strike Genesys Core Rulebook page 74.
Rapid Reaction Genesys Core Rulebook page 74.
Second Wind Genesys Core Rulebook page 74.
Specialist Knowledge See description.
Surgeon Genesys Core Rulebook page 74.
Swift Genesys Core Rulebook page 75.
Toughened Genesys Core Rulebook page 75.
Unremarkable Genesys Core Rulebook page 75.
You Saw Nothing See description.

Blather
Tier: 1
Activation: Active (Action)
Ranked: No
Your character may perform the Blather action against a target, making an opposed Charm
or Deception check. If the check is successful, while the target is engaged in conversation with
your character they add ff to Perception checks made to detect the actions of your allies.
aa may be spent to affect an additional target.

Catfall
Tier: 1
Activation: Passive
Ranked: Yes
Reduce the damage and strain suffered from falling by 2 per rank of Catfall. When rolling
Athletics or Coordination to reduce damage from falling, add bb.

22
Hatred
Tier: 1
Activation: Passive
Ranked: No
When you gain this talent, select a target for your character’s hatred. This must be a specific
group, such as gangers, daemons or psykers. When making attacks against a target that belongs
to this group, add b to the roll. To retreat or surrender when fighting a foe that belongs to this
group, your character must first pass an Average (dd) Cool check. You may purchase this
talent multiple times, selecting a new target for your character’s hatred each time.

Pinning Fire
Tier: 1
Activation: Active (Action)
Ranked: Yes
Select a target within range of your currently wielded ranged weapon and make a Pinning Fire
action. Until the start of your next turn, the targeted character adds one b to their checks for
each rank of Pinning Fire.

Purifying Flames
Tier: 1
Activation: Passive
Ranked: No
When attacking with a Burn weapon, you may spend a Story
Point to trigger the Burn quality, rather than spending aa.

Specialist Knowledge
Tier: 1
Activation: Passive
Ranked: No
When you gain this talent, select a specific area of expertise
for your character. When making a Forbidden Lore or
Scholastic Lore check which pertain to that area of expertise,
reduce the difficulty of the check once. You may purchase
this talent multiple times, selecting a new area of expertise
for your character each time.
Some examples of appropriate areas of expertise
include: Archaeotech, Cryptology, Imperial Creed, Legend,
Numerology, Mutants, The Warp, Underworld.

You Saw Nothing


Tier: 1
Activation: Active (Action)
Ranked: Yes
Your character may make a Hard (ddd)
Coercion check to perform the You
Saw Nothing action. If you succeed, you
convince one uninvolved bystander NPC
per rank of You Saw Nothing to leave
the scene without asking questions. If
interrogated about the matter later, these
NPCs deny having seen anything or have
forgotten anything of importance.

23
Chapter III - Talents Tier 2 Talents
Name Info
Bad Cop See description.
Coordinated Assault Genesys Core Rulebook page 75.
Counteroffer Genesys Core Rulebook page 75.
Daring Aviator Genesys Core Rulebook page 75.
Defensive Stance Genesys Core Rulebook page 75.
Dual Wielder Genesys Core Rulebook page 76.
Fearsome See description.
Frenzy See description.
Good Cop See description.
Hard Target See description.
Heightened Awareness Genesys Core Rulebook page 76.
Inspiring Rhetoric Genesys Core Rulebook page 76.
Inventor Genesys Core Rulebook page 76.
Iron Jaw See description.
Lucky Strike Genesys Core Rulebook page 76.
Loom See description.
Luminen Shock See description.
Maglev Transcendence See description.
Rapid Reload See description.
Scathing Tirade Genesys Core Rulebook page 77.
Side Step Genesys Core Rulebook page 77.
Warp Conduit See description.

Bad Cop
Tier: 2
Activation: Passive
Ranked: Yes
Your character may spend aa from a Coercion or Deception check to upgrade the ability
of a single ally’s subsequent Social Interaction skill check against the same target in the same
encounter. Upgrade the ability a number of times equal to your character’s ranks in Bad Cop. A
single check may only benefit from one use of Bad Cop.

Fearsome
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When an adversary becomes engaged with your character, you may force the adversary to
make a fear check, with the difficulty equal to the character’s ranks in Fearsome. At the GM’s
discretion, some adversaries may be immune to this talent based on the type of adversary or the
ongoing circumstances.

Frenzy
Tier: 2
Activation: Active
Ranked: No
Your character can enter a Frenzied state as an action. While Frenzied, your character adds
saa to all melee combat checks they make. However, opponents add s to all combat checks
targeting your character. While Frenzied, your character cannot make ranged combat checks.
While Frenzied, the character must attack the nearest enemy in melee combat if possible. If
he is not engaged with the nearest enemy, he must move towards that enemy and engage it if
possible. He will not take obviously suicidal actions such as leaping off a building in order to
engage someone on the ground, but he will take any actions that offer a reasonable opportunity
to engage in melee with the nearest enemy.

24
Frenzy automatically ends if the character is incapacitated. After combat ends, or if there are
no more eligible enemy targets for the character to attack, he can make an Average (dd) Cool
check check to snap out of his Frenzy. If he fails, he must continue to attack, favouring NPCs
over PCs. On each of his subsequent turns, the character may re-attempt the check, decreasing
the difficulty once each time (to a minimum of Simple (-)). After Frenzy ends, the character
suffers 6 strain.
Good Cop
Tier: 2
Activation: Passive
Ranked: Yes
Your character may spend aa from a Charm or Negotiation check to upgrade the ability
of a single ally’s subsequent Social Interaction skill check against the same target in the same
encounter. Upgrade the ability a number of times equal to your character’s ranks in Good Cop.
A single check may only benefit from one use of Good Cop.

Hard Target
Tier: 2
Activation: Passive
Ranked: No
If your character makes the Move maneuver twice during their turn, all ranged attacks made
against your character increase their difficulty by one until the start of the character’s next turn.

Iron Jaw
Tier: 2
Activation: Active
Ranked: Yes
On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw
action (this action may be specifically performed even though you are normally barred from
performing actions when staggered). Make a Daunting (dddd) Discipline check. If you suc-
ceed, your character is no longer staggered or disoriented. The difficulty of this check decreases
by one per additional rank of Iron Jaw, to a minimum of Easy (d).
Loom
Tier: 2
Activation: Passive
Ranked: No
When an ally engaged with your character makes a successful Charm, Deception or
Negotiation check, your character adds a per rank in Coercion to the ally’s check.

Luminen Shock
Tier: 2
Activation: Active (Action)
Ranked: No
Your character must have a Luminen Capacitor installed to benefit from this talent. Your
character always counts as being armed with a Melee (Light) weapon with damage equal to
your Willpower + 3, a crit rating of aaaa, and Stun with a rating equal to your character’s
Willpower. Each time this weapon is used to attack, your character suffers 2 strain.

Maglev Transcendence
Tier: 2
Activation: Passive
Ranked: No
Your character must have Maglev Coils to benefit from this talent. Your character can maintain
the effects of hovering with Maglev Coils as an incidental, and never suffers fall damage while
Maglev Coils are active. Your character can activate Maglev Coils twice before waiting for them
to recharge.

25
Chapter III - Talents Rapid Reload
Tier: 2
Activation: Passive
Ranked: No
Your character can reload weapons that require a maneuver to reload with an incidental
instead. Weapons that require an action to reload can be instead reloaded with a maneuver.

Warp Conduit
Tier: 2
Activation: Passive
Ranked: No
When rolling to manifest a psychic power, you may push up to four times, rather than the usual
three.

Tier 3 Talents
Name Info
Animal Companion Genesys Core Rulebook page 77.
Assassin Strike See description.
Barrel Roll Genesys Core Rulebook page 77.
Bastion of Iron Will See description.
Blind Fighting See description.
Dodge Genesys Core Rulebook page 78.
Eagle Eyes Genesys Core Rulebook page 78.
Field Commander Genesys Core Rulebook page 78.
Forgot to Count? Genesys Core Rulebook page 78.
Ferric Summons See description.
Full Throttle Genesys Core Rulebook page 78.
Grenadier Genesys Core Rulebook page 78.
Heroic Will Genesys Core Rulebook page 79.
Inspiring Rhetoric (Improved) Genesys Core Rulebook page 78.
Into the Jaws of Hell See description.
Lethal Blows See Description.
Litany of Hate See description.
Luminen Shock (Improved) See description.
Natural Genesys Core Rulebook page 79.
Parry (Improved) Genesys Core Rulebook page 79.
Purge the Unclean See description.
Scathing Tirade (Improved) Genesys Core Rulebook page 79.
Target Selection See description.
Unrelenting Skeptic See description.

Assassin Strike
Tier: 3
Activation: Active (Incidental)
Ranked: No
After making a melee attack, your character may make an Average (dd) Coordination check.
If the check is successful, your character may disengage from their opponent as an incidental.
Bastion of Iron Will
Tier: 3
Activation: Passive (Maneuver)
Ranked: No
Only Psykers may benefit from this talent. When using the Counterspell maneuver, your
character affects all targets within long range.

26
Blind Fighting
Tier: 3
Activation: Passive
Ranked: No
When making Melee (Light) or Melee (Heavy) attack checks, you ignore all penalties for
obscured vision, such as low-light, smoke and blindness.
Ferric Summons
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character must have Ferric Lure Implants installed to benefit from this talent. When using
Ferric Lure Implants to summon a metal object to hand, you can affect items up to Medium
range away.
Into the Jaws of Hell
Tier: 3
Activation: Passive
Ranked: No
Allies add b to their Fear checks when you are within line of sight.
Lethal Blows
Tier: 3
Activation: Passive
Ranked: Yes
Your character adds +10 per rank of Lethal
Blows to any Critical Injury rolls inflicted
on opponents.

Litany of Hate
Tier: 3
Activation: Active (Action)
Ranked: No
Your character must have the Hatred talent
to benefit from this talent. Select a group
for which you have the Hatred talent.
As an action, make an Average (dd)
Leadership check. If successful, targets
within earshot equal to your Presence
gain the Hatred talent targeting the same
group. This effect lasts until the end of the
encounter.
Luminen Shock (Improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have the Luminen
Shock talent to benefit from this talent.
Luminen Shock attacks can be made
at Short range. This can be extended to
Medium range if you suffer one point of
strain (making the attack cost a total of
3). Luminen Shock’s critical rating is now
aa.

27
Chapter III - Talents Purge the Unclean
Tier: 3
Activation: Active (Action)
Ranked: No
As an action, you may spend a Story Point to intone holy words and repel a warp entity within
short range. Make an opposed Discipline check against the warp entity. If the check succeeds,
the creature is repelled, unable to approach to engaged range for 1 round. For each a, inflict 1
wound on the entity, ignoring soak. Each h causes you to suffer 1 strain.
Target Selection
Tier: 3
Activation: Passive
Ranked: No
Your character can shoot into melee combat with no extra penalty, and does not risk hitting
their allies.
Unrelenting Skeptic
Tier: 3
Activation: Passive
Ranked: No
When targeted by a Deception check, your character automatically adds f to the check equal
to their ranks in Vigilance.
Wrath of the Righteous
Tier: 3
Activation: Passive
Ranked: No
When you succeed on a Fear test, aaa may be spent to bless your strikes with the Emperor’s
light. All attacks you make are considered holy, ignoring the defensive properties of Daemons
and other warp entities. This effect lasts for a number of rounds equal to your Willpower.

Tier 4 Talents
Name Info
Adamantium Faith See description.
Armour of Contempt See description.
Can’t We Talk About This? Genesys Core Rulebook page 79.
Deadeye Genesys Core Rulebook page 79.
Defensive Genesys Core Rulebook page 80.
Defensive Driving Genesys Core Rulebook page 80.
Deny the Witch See description.
Deny the Witch (Improved) See description.
Disarming Duelist See description.
Enduring Genesys Core Rulebook page 80.
Favoured by the Warp See description.
Field Commander (Improved) Genesys Core Rulebook page 80.
Force Weapon Attunement See description.
How Convenient! Genesys Core Rulebook page 80.
Inspiring Rhetoric (Supreme) Genesys Core Rulebook page 80.
Iron Jaw (Improved) See description.
Jaded See description.
Lightning Attack See description.
Overcharge Genesys Core Rulebook page 80.
Pinning Fire (Improved) See description.
Scathing Tirade (Supreme) Genesys Core Rulebook page 81.
Unrelenting Skeptic (Improved) See description.
Whirlwind of Death See description.
Wrath of the Righteous (Improved) See description.
28
Adamantium Faith
Tier: 4
Activation: Passive
Ranked: No
When making a fear check, reduce the difficulty of the check once.

Armour of Contempt
Tier: 4
Activation: Passive
Ranked: No
Whenever you would gain Corruption, reduce the amount by 1, to a minimum of 1.
Deny the Witch
Tier: 4
Activation: Passive
Ranked: No
When targeted by the effects of a Psychic Power, you add one f to the pool for each rank you
have in Discipline.

Deny the Witch (Improved)


Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Deny the Witch talent to benefit from this talent.
When you successfully resist a Psychic Power using the Deny the Witch talent, the psyker that
targeted you suffers one point of strain for each rank you have in Discipline.

Disarming Duelist
Tier: 4
Activation: Passive
Ranked: No
When you make a successful Melee (Light) check, you may spend t or aa to disarm your
opponent. The disarmed weapon lands anywhere within short range of the engagement
(character’s choice).

Favoured by the Warp


Tier: 4
Activation: Active
Ranked: No
Only Psykers may benefit from this talent. When your character rolls on a Perils of the Warp
table, you may roll twice and pick which result takes effect.

Force Weapon Attunement


Tier: 4
Activation: Passive
Ranked: No
Only Psykers may benefit from this talent. When wielding a weapon with the Force quality, it
gains Pierce equal to twice your ranks in Discipline.

Iron Jaw (Improved)


Tier: 4
Activation: Active (Action)
Ranked: No
Your character must have purchased the Iron Jaw talent to benefit from this talent. Your

29
Chapter III - Talents character may use their Iron Jaw action to recover from being incapacitated due to exceeding
their strain threshold. On your next turn after being incapacitated, you may make a
Formidable (ddddd) Discipline check as your Iron Jaw action (this action may be
specifically performed even though you are normally barred from performing actions). If you
succeed, your character reduces their strain to one below their strain threshold. The difficulty of
this check decreases by one per rank of Iron Jaw, to a minimum of Easy (d).

Jaded
Tier: 4
Activation: Passive
Ranked: No
Mundane events, from death’s horrific visage to xenos abominations, do not force your
character to make Fear checks. Daemons, Warp manifestations, and other unnatural effects still
affect you normally.

Lightning Attack
Tier: 4
Activation: Active
Ranked: No
Your character may take the Lightning Attack maneuver, suffering 1 strain. Your next Melee
(Light) combat check this turn gains the Linked item quality, with ranks equal to your Agility.

Pinning Fire (Improved)


Tier: 4
Activation: Active (Action)
Ranked: Yes
Your character must have the Pinning Fire talent to benefit from this talent. When making a
Pinning Fire action, you may affect a number of targets within range equal to ranks in Pinning
Fire.

Unrelenting Skeptic (Improved)


Tier: 4
Activation: Active (Incidental)
Ranked: No
When targeted by a Deception check that fails, your character may spend one Story Point to
retroactively add d to the pool results.

Whirlwind of Death
Tier: 4
Activation: Active (Action)
Ranked: No
Your character may take the Whirlwind of Death action, making a Melee combat check with
+ 1 difficulty against one engaged target. You may spend aa generated by this combat check
to hit one additional target your character is engaged with. You may do this once per engaged
target, paying aa for each additional hit.

When performing a Whirlwind of Death action, your character must always target the
opponent with the highest difficulty and highest defense (if two targets have the same difficulty
and defense, the GM chooses which target is the initial target).
Wrath of the Righteous (Improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Wrath of the Righteous talent to benefit from this
talent. The effects of Wrath of the Righteous apply to your character, and a number of allies
equal to your Willpower within medium range.
30
Tier 5 Talents
Name Info
Combat Formation See description.
Dedication Genesys Core Rulebook page 81.
Indomitable Genesys Core Rulebook page 81.
Master Genesys Core Rulebook page 81.
Overcharge (Improved) Genesys Core Rulebook page 81.
Perfect Shot See description.
Psychic Mastery See description.
Ruinous Repartee Genesys Core Rulebook page 81.
Weapon Tech See description.

Combat Formation
Tier: 5
Activation: Active (Incidental)
Ranked: No
Before you roll to determine initiative, you may choose to suffer 2 strain. If you do so, add s
equal to half your Intellect (rounding up) to the result of each of your allies’ initiative rolls for
this encounter, including your own.

Perfect Shot
Tier: 5
Activation: Active (Incidental)
Ranked: No
When attacking with a ranged weapon, if your attack successfully incapacitates your target,
you may spend t to immediately perform an attack against another target within range as an
incidental. Further attacks may not be triggered by t generated on this incidental attack.

Psychic Mastery
Tier: 5
Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may perform a psychic power check as a maneuver. This
can be used to allow you to perform two psychic power checks in one turn.

Weapon Tech
Tier: 5
Activation: Active
Ranked: No
Once per encounter as a maneuver, your character may enhance any Melta, Plasma or Power
weapon they are currently wielding. This increases the weapon’s damage by an amount equal
to your Intellect until the end of the round. The weapon also gains Pierce with a rating equal to
your character’s Intellect (or increases existing Pierce rating by the same amount).

31
Chapter IV - Armoury Chapter IV - Armoury
“Save all that fancy drek for someone who needs it. Give me a proper lasgun and the
Emperor’s blessing.”

– Nira Vahn-Vake, Corporal, 49th Spectoris Infantry (KIA)

The 41st Milllennium is a dangerous place, rife with war and conflict. If an Acolyte hopes to
survive, he must make sure he is well armed and well equipped. This chapter details the wide
range of weapons, armour and equipment that Acolytes can make use of in their missions.

Imperial Economics
As field operatives, more often than not Acolytes will be required to acquire their gear in the
field, delving into the depths of hive cities and black markets in search of greater firepower. To
this end, any successful Acolyte Cell needs to become intimately familiar with the economics of
the galaxy if they hope to succeed.

In the world the 41st Millenium, standardised currency is a pipedream. Planets operate on a
wide range of conflicting economic models, and currencies range from simple notes and coins,
to elaborate systems of oath bonds to pay for services and goods. For the sake of simplicity
however, this system tracks wealth using a standardised currency; Throne Gelt, sometimes
referred to as Thrones.

Generally, it can be assumed that Acolyte Cells easily find a way to convert their existing
wealth to a means suitable for the planet they’re on; bogging gameplay down with currency
conversion doesn’t make things more enjoyable for anyone. However, sometimes the GM might
elect to make issues of economics a crucial part of the Acolytes’ adventures, forcing them to get
a bit more inventive if they want to get their hands on new equipment.

Rarity
Having the money does not always guarantee the desired goods or services are at hand.
Squalid medieval worlds are a lot less likely to have expensive goods than the marketplaces of
a hive city. Moreover, finding a high-quality weapon on a backwater planet is far more diffcult
than locating such a weapon in a teeming metropolis. The rarity of items is modified by the
table below, although the GM is encouraged to impose their own restrictions and modifiers to
rarity as appropriate.

Rarity Modifier Circumstances


-1 Forge world or other place of manufacture
-1 Hive world or other highly populated trade hub
-1 Primary world in a sector, such as the capital
+0 Medium population Imperial world
+1 Isolated world on outskirts of sector
+2 Frontier world
+3 Feudal world (except when acquiring primitive technology)
+4 Feral world or other uncivilised, undeveloped planet

32
Ranged Weapons
Name Skill Dam Crit Range Enc HP Price Rarity Special
Bolt Weapons
Bolt Pistol Light 10 2 Medium 3 2 2,100 7 Pierce 2, Scarce Ammo, Vicious 2
Boltgun Heavy 10 2 Long 6 3 2,500 8 Pierce 2, Vicious 2
Storm Bolter Heavy 10 2 Long 7 3 3,000 9 Linked 1, Pierce 2, Vicious 2
Auto-Fire (Only), Cumbersome 4,
Heavy Bolter Gunnery 14 2 Long 9 3 5,500 8
Pierce 3, Vicious 3
Flame Weapons
Hand Flamer Light 5 3 Short 4 2 950 6 Burn 2, Blast 5, Scarce Ammo
Flamer Heavy 8 3 Short 6 3 2,050 5 Burn 3, Blast 8
Heavy Flamer Gunnery 11 2 Medium 10 3 3,000 7 Burn 4, Blast 11, Cumbersome 3
Las Weapons
Laspistol Light 6 4 Medium 1 2 340 3 Reliable, Variable
Lasgun Heavy 7 4 Long 4 3 490 3 Reliable, Variable
Long-las Heavy 7 3 Extreme 6 2 825 5 Accurate 1, Reliable
Hellpistol Light 8 3 Short 4 1 1,200 7 Pierce 3, Special
Hellgun Heavy 9 3 Medium 6 2 1,500 7 Pierce 3, Special
Launcher Weapons
Grenade Launcher Gunnery - - Medium 5 2 2,000 5 Special
Rocket Propelled Blast 10, Cumbersome 3, Limited
Grenade (RPG) Gunnery 20 2 Extreme 7 2 6,000 6 Ammo 1, Pierce 4, Prepare 1,
Launcher Special
Melta Weapons
Inferno Pistol Light 13 1 Short 3 0 10,700 11 Breach 2, Scarce Ammo, Vicious 3
Meltagun Heavy 15 1 Medium 6 1 8,850 9 Breach 2, Scarce Ammo, Vicious 3
Plasma Weapons
Gets Hot, Maximal, Pierce 5,
Plasma Pistol Light 11 2 Short 3 2 3,350 8
Vicious 2
Gets Hot, Maximal, Pierce 5,
Plasma Gun Heavy 12 2 Medium 6 3 3,500 8
Vicious 2
Solid Projectile Weapons
Autopistol Light 5 4 Medium 2 3 340 4 Autofire, Inaccurate
Autogun Heavy 6 3 Long 4 4 760 4 Autofire
Hand Cannon Light 8 2 Medium 2 2 720 5 Pierce 1, Inaccurate, Special
Heavy Stubber Gunnery 12 2 Long 9 2 1,240 6 Auto-Fire (Only), Cumbersome 4
Shotgun Heavy 8 3 Short 3 3 760 4 Blast 4, Knockdown
Shotgun (Combat) Heavy 8 2 Short 4 2 1,000 5 Blast 6, Knockdown
Sniper Rifle Heavy 8 3 Extreme 6 2 960 5 Accurate 1, Cumbersome 2
Stub Pistol Light 6 4 Medium 1 5 320 2 -
Stub Revolver Light 7 3 Medium 2 3 440 3 Reliable, Scarce Ammo
Running Out of Ammo
Acolytes, especially early in their Inquisitorial careers, frequently find themselves under
resourced and underfunded. Just keeping enough food in their bellies to trudge through the
next day of investigation can be difficult enough, meaning crucial mission resources can
become scarce fast. Ammunition is hardly exempt from this; an Acolyte who doesn’t keep an
eye on his ammunition supply is liable to find himself running dry at the worst of moments.

In Dark Heresy, hhh or d on a ranged weapon attack check can be spent to cause the
weapon to run out of ammunition, becoming effectively useless (except as a solid club) until the
weapon can be reloaded. Reloading a weapon requires expending an appropriate reload item
depending on the class of weapon; this is detailed further on page 37. Reloading a weapon
typically requires a maneuver, although certain more elaborate weapons require an action.

Weapons with the Auto-Fire quality are particularly prone to running out of ammunition,
due to their high fire rates and uncontrollable nature. When a character makes an attack using
the Auto-Fire quality, the GM may spend hh or d to cause the weapon to run out of

33
ammunition.
Chapter IV - Armoury New Ranged Weapon Qualities
The following new item qualities are added in Dark Heresy, in addition to those already
availiable in the Genesys Rulebook.

Auto-Fire (Only): This weapon is only capable of firing on fully automatic, its design making
more controlled fire impossible. This quality behaves in the same way as the Auto-Fire quality
(Genesys page 86), but the user has no choice as to whether or not the quality is used; the
difficulty is always increased by d.
Unlike regular Auto-Fire weapons, these weapons are not more prone to running out of
ammunition than their single shot equivalents, and still only run out of ammunition on hhh
or d.

Gets Hot: Weapons with this quality are prone to catastrophic overheating, making every
trigger-pull a risky affair. Game Masters may spend hhhh or d to cause the weapon to
overheat, damaging it by one step and dealing the weapon’s base damage to the user.

Maximal: Many energy weapons have multiple settings, allowing the user greater tactical
flexibility in combat. As an incidental once per turn, this weapon can be switched between
normal and Maximal mode. When set to Maximal mode, the weapon increases its damage by
5, 1 rank of Pierce and the Gets Hot quality. If it has the Blast quality, it gains 5 additional
ranks in the quality. However, when firing on Maximal mode, hh or d can be spent to cause
the weapon to run out of ammunition, and it gains the Slow Firing quality.

Reliable: This weapon’s construction is robust and simple to work with, making it much easier
to repair on the field. When making a roll to repair or maintain a weapon with Reliable, reduce
the Difficulty by 1.

Scarce Ammo: This weapon has a small ammo capacity, or chews through ammo faster than
most weapons in its class. The GM can spend hh or d to trigger an out-of-ammo result
(see page 33), rather than the usual hhh or d.

Special: This weapon has special rules, detailed in its description. Ensure you read the weapon’s
full description to familiarise yourself with these.
Toxic: When this weapon damages a target and bypasses soak, they are forced to roll a
Resilience check with a difficulty equal to the weapon’s Toxic rating. If failed, each uncancelled
f inflicts one wound, ignoring soak. Each hh inflicts one point of strain.

Variable: The standard las weapon has a variable setting option, allowing it to fire higher
powered bursts. As an incidental once per turn, a weapon with this quality may be switched
between high and low output settings. Setting the weapon to high output increases the weapon’s
damage by 1, but gives it the Scarce Ammo quality.

Bolt Weapons
If there is one weapon type that defines the Imperium, it is the
bolter. No other weapon combines high technology levels with
deliberate brutality, and no other race would consider making it
but mankind. Bolter weapons fire rounds of self-propelled mass
34
reactive shells called bolts, set to explode just after penetration. Overall they are superb, if
temperamental, devices requiring skilled maintenance using the correct rituals and blessings.
Furthermore, these are all very rare weapons, available only to the lucky or well-connected few.
Many are centuries old, handed down from veteran to successor, and some have long legends
attached to them of their great lineage.

Flame Weapons
Flame weapons all operate in much the same manner - by
firing gouts of flame at the target. They use a fuel generically
referred to as promethium, though it can also consist of homemade
concoctions or other chemical brews depending on the local
technology level. Once produced, the intense jet that spurts from the barrel creates a torrent of
liquid fire, which spreads out in an inferno that burns even on water. Once set ablaze, enemies
are hard-pressed to put out the fire.

Las Weapons
Laser or “las” weapons are the most numerous
weapons found in the Imperium. Based on reliable
technology, they are cheap to manufacture and easy
to maintain. Las weapons work by emitting short,
sharp pulses of laser energy emitted from high-storage fast-discharge capacitors, with a flash of
light and a distinctive snap like the cracking of a whip as the trigger is pulled.

Hellguns: Also referred to as Hot-Shot Lasguns, hellguns are lasguns with much higher power
output, able to easily cleave through armour. To feed this higher power output, hell weapons
utilise a backpack mounted ammo supply. Hell weapons can run out of ammunition as usual,
but must be manually recharged from a power supply; It takes 3 actions to reload a hell
weapon in combat due to its difficult design

Launcher Weapons
In a galaxy raked by war and disorder there is a high demand for extremely destructive
ordnance. To that end the forge worlds of the Imperium send out a steady stream of explosives,
grenades and similar weaponry, some of which may find its way into the hands of Acolytes and
their foes.

Grenade Launcher: This weapon uses compressed gas


charges to fire grenades either directly or in indirect blasts
against unseen foes, and is a common suppressive weapon
in many battles. The grenade launcher uses grenades as
ammo (see Page 44). When the character reloads the
grenade launcher (requiring an action in structured time),
he can choose any six grenades of the same type to load into the launcher. The damage, crit
rating and special qualities of the launcher change to suit the type of grenade loaded into it.

Rocket Propelled Grenade (RPG) Launcher: More powerful than a standard grenade launcher,
an RPG launcher is capable of accurately hitting a target hundreds of metres away. New rockets

35
Chapter IV - Armoury for the RPG Launcher have a base price of 800 Thrones, and a Rarity of 6.

Melta Weapons
Melta weapons are a specialist type of weapon that have short
ranges but are devastatingly powerful. Most work by combining highly
pressurised gases into an unstable sub-molecular thermal state, which
is fired out in an intense blast of heat that can turn even tank armour
into molten slag. Targets are vapourised within seconds, usually accompanied by a distinctive
hissing sound as the beam boils away the water vapour in the air.

Plasma Weapons
Plasma weapons represent an almost lost art for
the Imperium. The secrets of their manufacture are
now known to but a handful of the inner circle of the
Adeptus Mechanicus Magos Munitorum and their
tech-adept artisans. They function by using sturdy
flasks of hydrogen suspended in a photonic state to provide the fuel needed for the plasma
reaction. This photohydrogen fuel core gives off tremendous heat when fired and the firer often
must wait for the core to cool and recharge between shots.

Solid Projectile Weapons


Solid projectile weapons, or slug-
throwers, are almost as plentiful in
the Imperium as las weapons. Popular
with Imperial servants and renegades
alike, they are prized for their ease of
manufacture and versatility, not to
mention the satisfying sound they make when fired. No other class of weapon boasts as many
varieties; slug-throwers can offer a weapon for all occasions.

Hand Cannon: This stub gun variant concentrates on stopping power above all else. It is a huge
and brutal weapon, and
those who use it generally
do not care about the
state of their target after
the shot. Hand cannons
are hard to control
without a firm two
handed grip, and gain
Cumbersome 4 when
wielded in one hand.

36
Standard Ammunition
Without ammo a gun is just a glorified club. A smart Acolyte ensures they always have a
spare power pack or magazine for their weapon of choice; running out of ammo in the middle
of a firefight can be a death sentence. The table below details the statistics for each variety of
weapon reload, including the amount of time needed to load the ammunition into a weapon.

Ammunition Type Compatible Weapons Reload Time Price Rarity Encumbrance


Bolt Shells Bolt pistols, boltguns, storm bolters Maneuver 150 7 1
Charge Pack Any las weapons except hell weapons Maneuver 20 2 1
Heavy Bolt Shells Heavy bolters Action 300 8 2
Heavy Stubber Rounds Heavy stubbers Action 60 6 2
Large Calibre Bullets Hand cannons and sniper rifles Maneuver 25 5 1
Melta Canister Melta weapons Maneuver 500 8 1
Plasma Flask Plasma weapons Action 300 7 1
Promethium Canister Hand flamers and flamers Maneuver 75 5 1
Promethium Tank Heavy flamers Action 150 5 2
Autopistols, autoguns, stub
Small Calibre Bullets Maneuver 15 2 1
automatics, stub revolvers
Shotgun Shells Shotguns and combat shotguns Maneuver 20 3 1

Special Ammunition
While standard ammunition is somewhat commonplace, at least as easy to acquire as the
weapon itself, many seek out more unusual and unique ammunition for their guns. An Acolyte
can become infamous for the specialised rounds he uses in combat, with enemies running in
fear from the inferno shells or bleeder rounds they know are coming their way.

Ammunition Type Compatible Weapons Price Rarity


Stub revolvers, stub automatics, shotguns (all types), sniper rifles, hand
Amputator Shells +125 +1
cannons, autopistols, and autoguns
Bleeder Rounds Stub revolvers, stub automatics, hand cannons, autopistols, and autoguns. +75 +2
Dumdum Bullets Stub revolvers, stub automatics, sniper rifles, and hand cannons. +100 +0
Expander Rounds Stub revolvers, stub automatics, sniper rifles, autopistols, and autoguns. +175 +1
Gutter Ammo All weapons. Half -1
Hot-Shot Charge All las weapons except hell weapons. +20 +0
Inferno Shells Shotguns and bolt weapons. +200 +3
Stub revolvers, stub automatics, hand cannons, sniper rifles, autopistols, and
Man-Stopper Bullets +180 +2
autoguns
Slugs All shotguns. +40 +0
Tempest Bolt Shells All bolt weapons. +220 +4
Tox Rounds All bolt and solid projectile weapons. +190 +3

Special ammunition modifies the characteristics of a weapon while it is in use. To load


special ammunition, an Acolyte simply replaces their
existing ammunition with the special ammunition
using a maneuver or action as if they were reloading
their weapon with standard ammunition. Special
ammunition expires on an “out of ammo” d result.

To determine the price and rarity of special


ammunition, add the values found in the special
ammunition table to the price and rarity of a typical
reload for the weapon of choice. Rarity may never be
modified below 1.

37
Chapter IV - Armoury Amputator Shells: These bullets are filled with explosive micro-shrapnel, shearing flesh and
shattering bone in each limb-tearing hit. Weapons loaded with amputator shells gain Vicious 3,
or increase their existing Vicious rating by 3.

Bleeder Rounds: Each of these rounds bursts on penetration, spreading chemicals that prevent
coagulation and keep wounds bleeding freely. Any medicine checks or healing items used to
heal someone wounded by bleeder rounds heal only half their regular wounds, rounding down.
This effect wears off after one hour.

Dumdum Bullets: Heavy and blunted, these bullets tear apart tissue and cause terrible carnage
against softly-armoured targets. Weapons loaded with Dumdum bullets increase their damage
by 3, but any soak provided by armour is doubled against them.

Expander Rounds: The dense shells shred open after impact to create horrific exit wounds that
few survive, and are ideal when there is no care if the target lives or dies. Weapons loaded with
expander rounds increase their damage by 1, and gain Pierce 1, or increase their existing Pierce
rating by 1.

Gutter Ammo: More of a category than a specific type of ammunition, gutter ammunition
refers to poorly constructed, scavenged ammunition that it would be considered an act of tech
here sy just to fire. However, their cheap price and wide availability makes them quite alluring
to poorer Acolytes desperate for a reload. A weapon loaded with gutter ammo reduces its
damage by 1, and suffers one level of damage on hh.

Hot-Shot Charge: A crude imitation of the more refined Hellgun, hot-shot charges are
amplified charge packs which deliver much more destructive bolts of energy, at the expense of
ammo capacity and safety. Weapons loaded with hot-shot charges increase their damage by 2,
and gain Pierce 2. However, they run out of ammo on h, and hh may be spent to cause the
weapon to suffer one level of damage. A regular lasgun charge pack can be converted to a hot-
shot charge with an Average (dd) Tech-Use check, taking five minutes.
Inferno Shells: These shells contain a phosphorous gel that ignites on contact with the target.
Weapons loaded with Inferno Shells gain the Burn 2 quality. Instead of dealing the weapon’s
base damage each round, this Burn quality instead inflicts a flat 6 damage. The GM is
encouraged to spend d and h results to represent stray shots causing undesirable spot fires.

Man-Stopper Bullets: These densely tipped bullets are designed to punch through many forms
of personal armour. Weapons loaded with man-stopper bullets gain Pierce 2, or increase their
existing Pierce rating by 2.

Slugs: While favoured for their wide spread, shotguns are also capable of chambering solid
ammunition, increasing their effective range. A shotgun loaded with slugs loses its Blast and
Knockdown qualities, but increases its range to Medium and gains Pierce 1.

Tempest Bolt Shells: Tempest bolt shells are perhaps the rarest variety of bolt round,
manufactured only in the temples of Mars. Each contains a powerful miniaturised plasma-
shock generator that releases a pulse of electromagnetic and thermal energy as the shell
detonates. Weapons loaded with tempest bolt shells gain Stun 3, increasing to Stun 6 against
machine targets, or targets with four or more cybernetics installed.
38
Tox Rounds: Tipped with deadly poisons or loaded with pungent fungi, tox rounds inflict
terrible harm when they pierce flesh. Weapons loaded with tox rounds reduce their damage by
3, but gain Toxic (3).

Ranged Weapon Attachments


The following attachments are available to Acolytes who wish to customise their weaponry
further. The time taken to install an attachment varies depending on the nature of the
attachment, but usually takes several minutes at least. No test is typically required to install or
remove an attachment.

Auxillary Grenade Launcher: A small, single-shot version of the regular grenade launcher is
fitted onto another ranged weapon such as a lasgun, allowing the user to fire grenades at longer
ranges without lugging around an entirely separate weapon.
Use With: Any Ranged (Heavy) weapon.
Modifiers: Counts as a grenade launcher, but with Limited Ammo 1 rather than Limited
Ammo 6.
Hard Points Required: 2

Backpack Ammo Supply: The weapon is fed from a backpack supply, which flows ammunition
along fuel lines, power cables, or linked shells to the weapon. Though the user can now fire
much longer, its more cumbersome form means reloading must wait until the combat is
concluded.
Use With: Any bolt, flame, las (not hell), melta, plasma or solid projectile weapon.
Modifiers: The weapon now only suffers an out of ammo result on dd. If the weapon needs
to be reloaded, the process takes at least five minutes, and requires three times as much
ammo as usual. Increase the weapon’s encumbrance by 3.
Hard Points Required: 2

Compact: This upgrade is ideal in


stealth missions, when concealing
a weapon is more important than
its lethality.
Use With: Any Ranged (Light)
or Ranged (Heavy) weapon.
Modifiers: The weapon’s
encumbrance decreases by
1 (to a minimum of 1), and
any Perception check to detect
the weapon when hidden on the
user gains b. Ranged (Heavy)
weapons modified in this
manner gain Inaccurate 1.
Hard Points Required: 1

Custom Grip: Though minor,


altering the weapon’s grip to
39
Chapter IV - Armoury perfectly match its owner’s hand can make the
weapon feel like a literal extension of his arm. This
alteration can be done for either the user’s actual
hand, or to match a certain glove or armour he wears,
or even a special gripping action that the owner has
made part of his attack style.
Use With: Any weapon.
Modifiers: The owner of this weapon removes b
from all attack checks when using this weapon.
Anyone else who attacks with this weapon adds
bb.
Hard Points Required: 1

Exterminator: Many of the more zealous religious warriors of the Imperium use an
exterminator cartridge on their regular weapons. This small device contains a small one-shot
device that shoots out a sheet of fire.
Use With: Any non-pistol weapon.
Modifiers: Rather than attacking with the
Attachment Price HP Rarity
weapon as normal, the wielder may discharge the Auxilllary Grenade Laun. 1,600 2 6
exterminator cartridge as an action, resolving the Backpack Ammo Supply 1,000 2 6
Compact 250 1 5
effects as if they had made an attack with a flamer. Custom Grip 500 1 7
Hard Points Required: 2 Exterminator 500 2 4
Fire Selector 600 2 7
Forearm Mounting 400 2 6
Fire Selector: An ideal upgrade for those using Paired Weapons 300 1 4
Melee Attachment 400 1 3
weapons that can take multiple types of ammunition, Modified Stock 600 1 6
this device allows the user to swap types without Motion Predictor 1,500 1 8
Omni-Scope 2,500 2 10
needing to reload the weapon. Photo Sight 150 1 8
Use With: Any weapon. Pistol Grip 200 1 7
Preysense Sight 355 1 8
Modifiers: The weapon can now have up to three Red-Dot Laser Sight 300 1 6
different types of ammunition loaded, switching Sacred Inscriptions 700 1 6
Silencer 250 1 3
between them as an incidental once per turn. An Suspensors 1,000 2 9
out of ammo result causes the currently selected Targeter 2,000 2 7
Telescopic Sight 300 1 5
magazine to run out of ammo. Tripod/Bipod 100 1 5
Hard Points Required: 2

Forearm Mounting: This heavy bracing allows a single ranged weapon to be mounted along
the arm, with specific hand movements triggering the weapon. It allows the user to keep both
hands free and can have a strong visual impression on their foes, as fire seems to appear from
the user’s outstretched arms.
Use With: Any pistol.
Modifiers: The weapon can now be fired hands free, but reduces its range by one band (to a
minimum of short).
Hard Points Required: 2

40
Melee Weapon Attachment: Millennia of combat have shown the worth of a bayonet and other
close combat attachments, as often foes can close before a more powerful melee weapon can be
drawn.
Use With: Any Ranged (Heavy) weapon.
Modifiers: The weapon can be used as a spear in close combat.
Hard Points Required: 1

Modified Stock: When the character holds a weapon with a modified stock up to aim, its
contours perfectly align to his form. As the character takes aim with the weapon, it feels like a
natural extension of his arms.
Use With: Any Ranged (Heavy) weapon.
Modifiers: When the character takes the aim maneuver, they gain the benefits of aiming
twice consecutively.
Hard Points Required: 1

Motion Predictor: The powerful cogitator within this device processes movement, and when
the weapon is fired the machine spirit uses this data to follow its prey with a long, accurate
burst.
Use With: Any weapon with Auto-Fire, Auto-Fire (Only) or Linked.
Modifiers: The first extra hit in an Auto-Fire/Linked attack costs only a to activate.
Hard Points Required: 1

Omni-Scope: A vastly expensive and rare device normally found only in the hands of legendary
assassins or bounty hunters, the omni-scope is a cluster of finely-tuned sensor wands linked to a
precision lens.
Use With: Any Ranged (Heavy) weapon of the las, solid projectile, bolt, low-tech or plasma
class. A weapon may only benefit from one sight.
Modifiers: The omni-scope combines the benefits of a preysense sight, red-dot laser sight,
and telescopic sight.
Hard Points Required: 2

Paired Weapons: Many Hive gangers opt to wield an autopistol in each hand, and many heroes
of the Imperium’s armies charge into a battle with a pistol held in one hand and a sword in the
other. This weapon modification balances a pair of weapons, allowing the wielder to use them
in perfect tandem.
Use With: Any one-handed
weapon.
Modifiers: When making a two
weapon combat check with two
weapons that have this attachment,
only a single a is needed to hit
with the second weapon.
Hard Points Required: 1

41
Chapter IV - Armoury Photo Sight: This sight reveals enemies lurking in the night, using wavelengths human eyes
cannot detect.
Use With: Any Ranged (Heavy) weapon of the las, solid projectile, bolt, low-tech or plasma
class. A weapon may only benefit from one sight.
Modifiers: A character using a photo sight suffers no penalties due to darkness.
Hard Points Required: 1

Pistol Grip: This modified handle is designed for smoother usage, allowing a typically two-
handed weapon to be wielded in one hand.
Use With: Any Ranged (Heavy) weapon.
Modifiers: The weapon can be wielded one handed, using the Ranged (Light) skill. Reduce its
range by one ranged band (to a minimum of short) and add bb to all attack checks.
Hard Points Required: 1

Preysense Sight: This sight reveals enemies lurking in the night, using wavelengths human eyes
cannot detect.
Use With: Any Ranged (Heavy) weapon of the las, solid projectile, bolt, low-tech or plasma
class. A weapon may only benefit from one sight.
Modifiers: A character using a preysense sight suffers no penalties due to darkness, and
receives bb to Perception checks made in the darkness of night.
Hard Points Required: 1

Red-Dot Laser Sight: This small, crimson laser sight is common on many guns, where
it aids in both targeting and intimidating foe.
Use With: Any weapon.
Modifiers: The weapon adds b to all attack checks, other than those made to Auto-Fire.
Hard Points Required: 1

Sacred Inscriptions: The character inscribes a sacred script from the Imperial Creed upon
the weapon. These inscriptions are generally etched into the weapon’s surface and might be
lavishly illuminated with valuable metals, jewels, and embedded relics, medals, or talismans
from members of the Ecclesiarchy. The constant reminder of his faith serves to instill additional
courage in the weapon’s wielder when his courage is tested.
Use With: Any weapon.
Modifiers: The wielder of this weapon gains b on all fear checks.
Hard Points Required: 1

Silencer: These upgrades use sonic bafflers, blessed coolant oils, and other methods to muffle
the weapon’s discharge noise, preventing detection from nearby foes.
Use With: Any Ranged (Light) or Ranged (Heavy) weapon of the solid projectile class.
Modifiers: Perception tests to hear shots made with a silenced weapon add bb, and can
only be attempted at short range.
Hard Points Required: 1

42
Suspensors: Suspensors are similar to the grav plating on voidships,
but instead act to lighten loads. Weapons fitted with such a wondrous
technology are much easier to operate, but are so valuable that often
they are salvaged before the weapon itself
Use With: Any Gunnery weapon.
Modifiers: A weapon with Suspensors reduces its Cumbersome
rating by 2.
Hard Points Required: 2

Targeter: Heavy and precious, targeters are highly valuable devices


that use a combination of guidance cogitators and sensors to improve
accuracy. They are often linked directly into a gun’s machine spirit, and
allow a greater bond between wielder and weapon.
Use With: Any las, solid projectile or bolt weapon.
Modifiers: Remove bbb from attack checks made with this
weapon.
Hard Points Required: 2

Telescopic Sight: This sight magnifies images, allowing the user to


better target enemies at greater distances, and is a common upgrade
when precision shots are needed.
Use With: Any Ranged (Heavy) weapon of the las, solid projectile,
bolt, low-tech or plasma class. A weapon may only benefit from one sight.
Modifiers: The weapon’s range increases by one range band, as long as an aim maneuver is
performed before firing.
Hard Points Required: 1

Tripod/Bipod: These attachments are for heavier weapons, or those using integral ammunition
canisters rather than a backpack-mounted source (as plasma guns or meltaguns sometimes do).
Resting the weapon on the ground increases accuracy but sacrifices mobility, thus making them
more common in static defence lines.
Use With: Any Ranged (Heavy) or Gunnery weapon.
Modifiers: If the user spends one preparation maneuver to deploy the bipod, the weapon’s
Cumbersome or Unwieldy qualities are reduced by 2, to a minimum of 0, and the weapon’s
encumbrance is reduced by 2, to a minimum of 0, while the user fires from a crouched or
prone position (or can brace the bipod against something solid).
Hard Points Required: 1

43
Chapter IV - Armoury Grenades and Explosives
Name Skill Dam Crit Range Encum HP Price Rarity Special
Blind Grenade R. Light - - Short 1 0 75 5 Limited Ammo 1, Smoke 2
Choke Grenade R. Light - - Short 1 0 60 5 Limited Ammo 1, Smoke 5
Burn 3, Blast 5, Limited
Fire Bomb R. Light 6 5 Short 1 0 15 2
Ammo 1, Prepare 1
Frag Grenade R. Light 10 4 Short 1 0 30 3 Blast 8, Limited Ammo 1
Hallucinogen Blast 0, Hallucinogenic 3,
R. Light - - Short 1 0 120 5
Grenade Limited Ammo 1
Blast 10, Disorient 3, Limited
Haywire Grenade R. Light 10 - Short 1 0 240 7
Ammo 1, Stun Damage
Blast 10, Breach 1, Limited
Krak Grenade R. Light 16 2 Short 1 0 150 6
Ammo 1, Vicious 4,
Blast 25, Breach 3, Limited
Melta Bomb Tech-Use 30 1 Engaged 3 0 700 7
Ammo 1, Vicious 6
Photon Flash
R. Light - - Short 1 0 180 6 Limited Ammo 1
Grenade
Smoke Grenade R. Light - - Short 1 0 45 3 Limited Ammo 1, Smoke 3
Blast 8, Disorient 3, Limited
Stun Grenade R. Light 8 - Short 1 0 90 3
Ammo 1, Stun Damage
Blast 0, Ensnare 4, Limited
Web Grenade R. Light - - Short 1 0 210 6
Ammo 1

New Explosive Weapon Qualities


The following new item qualities are added in Dark Heresy, in addition to those already
available in the Genesys Rulebook.

Hallucinogenic: Where most weapons seek to harm the body, those with this quality seek to
damage the mind with exotic chemicals and neurotoxic drugs. When a character is struck by
a weapon with the Hallucinogenic quality, they must pass a Resilience check with a difficulty
equal to the Hallucinogenic rating or suffer a temporary delusion and roll 1d10 on the
Hallucinogenic Effects table. The effects last one round, plus one additional round for each hh.

Smoke: Weapons with this quality create a cloud of particles, smoke or other matter occupying
the entirety of the Short range band at their point of detonation. The particles linger in the
air for a number of rounds equal to the weapon’s Smoke rating, or double that time in an
enclosed space without adequate airflow. The effects of this smoke are outlined in the weapon
description.

Grenades and Explosives


The devices listed in this section are designed to explode violently, releasing shards of deadly
metal, obscuring smoke, or other effects designed to smite enemies. Grenades can be thrown, or
be loaded into a grenade launcher.

Blind Grenade: Blind explosives detonate with a burst of dense smoke, IR bafflers, and
broadband EM-spectrum chaff, all of which is designed to block detection through the
cloud. Sensors and vision that would pierce normal smoke cannot see through haze thus
created.

Any attacks made against targets concealed by the smoke created by this weapon add
bbb. Auspexes, sensor arrays and other electronic means of detection provide no benefit to
detecting or attacking targets concealed by this smoke.

44
Choke Grenade: Designed primarily for combatting riots, a choke grenade’s foul gases can
reduce violent mobs to easily dispersed groups of coughing, sobbing wretches. In dense hives
the gases often spread across hab areas, a reminder of the price for disobeying the Emperor’s
Laws.

Any target that begins their turn inside this smoke created by this weapon must succeed on a
Hard (ddd) Resilience check or suffer 5 strain, bypassing soak. hhh on this check causes
the character to be disoriented for one round.

Fire Bomb: A relatively primitive explosive, the fire bomb is normally a breakable canister
of flammable liquid with a fuse made from cloth or other material that the liquid can soak
into. Once the fuse is set aflame, the bomb is hurled at the enemy; the canister breaks open on
impact to release the now burning liquid. Fire bombs cannot be loaded into a grenade launcher.

Frag Grenade: Frag grenades explode into a cloud of deadly metal shards, and make
excellent anti-personnel weapons. Many close-quarters combat specialists carry
bandoliers of them to hurl into enemy positions as part of an assault.

Hallucinogen Grenade: These grenades use mind-altering drugs or even exotic


energies to induce a variety of short-lived psychological states and delusions. They are
often used for crowd control or areas where non-lethal results are necessary.

Haywire Grenade: Haywire grenades ignore the flesh and instead seek to injure machine spirits
and technological devices through a shower of harmful electromagnetic radiation. Machines
that suffer such indignities are often crippled, leaving their users helpless against attacking foes.
Haywire grenades only affect machines, or characters with four or more cybernetics.

Krak Grenade: Designed more for armour penetration, these weapons focus their
explosion into a concentrated effect that can punch holes in most tanks or bunker walls.

Melta Bomb: Melta bombs are unwieldy but extremely powerful explosives that can rip apart
even the thickest of tank hulls or bunker walls. Unlike other grenades, they adhere to their
target then detonate with a shaped charge blast similar in effect to a melta weapon. Melta
bombs cannot be used with launcher weapons and cannot be thrown. Placing a melta bomb
requires an Easy (d) Tech-Use check. Its fuse can be set between 1-3 rounds; after this amount
of time has passed, it detonates. hh or d on this check causes the bomb to detonate one
round sooner or later than intended.

Photon Flash: These grenades explode with an intensely brilliant light that overloads
unprotected eyes with temporary blindness, and make for excellent non-lethal weapons.
Any character within Engaged range of a photon flash grenade when it detonates must
succeed on an Average (dd) Vigilance check or be blinded for a number of rounds equal
to the number of f generated by the check.

Smoke Grenade: A relatively simple and easy-to-construct device, smoke grenades release
huge gouts of thick, black clouds that obscure vision. They do not block detection systems that
use heat or other spectral bands outside of normal human eyesight, but are much more widely
available and easier to construct than their more sophisticated counterparts.

45
Chapter IV - Armoury Any attacks made against targets concealed by the smoke created by this weapon add bbb.

Stun Grenade: Using a combination of loud noise and brilliant light, these grenades can
incapacitate targets long enough for assault forces to apply non-lethal restraints, or to finish off
the now-disabled foes with ease.

Web Grenade: Web grenades use the same ensnaring filament-filled gel as webber weapons, and
can entangle masses of targets in moments when they detonate. Web filaments becomes brittle
and dissolve away after several hours. The Ensnare quality on a web grenade automatically
activates on a successful attack; there is no need to spend a.

Hallucinogenic Effects
d10 Effect
Roll
Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw
1 off imaginary insects devouring his skin and flesh. The character gains the Prone and Staggered
conditions.
My hands...! The character believes his hands have turned into slimy tentacles, or perhaps the
flesh has begun to strip off the bone in bloody lumps. Regardless of the particulars, the character
2
drops everything he is carrying and spends the duration staring at his hands and screaming. The
character is Staggered and Immobilized.
They’re coming through the walls! The character sees gruesome aliens bursting through the
walls/ceiling/floor/bushes and opens fire. The character must spend each turn firing at a random
3 piece of terrain within his line of sight. Any creatures caught in the line of fire are subject to
attacks as normal. Every time a character within range of the hallucinating character’s weapon
generates hhh or d on a check, they suffer a hit from the character’s weapon.
Nobody can see me! The character believes he is invisible and wanders aimlessly, making faces
4 at those around him. He waddles about in random directions each round, using both maneuvers
to move.
I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a
pterasquirrel. He might do nothing but jump up and down on the spot. If he is standing above
5
ground level, he may throw himself off in a random direction, with the usual consequences for
falling—appalling injury or death being the likely outcomes.
They’ve got it in for me...! The character is overcome with paranoia, believing even his own
comrades are out to get him. On the character’s turn, he must move to a position of cover,
6
getting out of line of sight from any other characters. He remains hidden until the effect ends,
moving to new cover as needed to stay as hidden as possible.
They got me! The character believes that the gas is toxic and collapses to the floor as if dead;
he gains the Prone, Staggered and Immobilized conditions. Other characters who sees him
7
“die” must pass an Easy (d) Vigilance or Perception check test; should they fail then they also
believe the character is dead
I’ll take you all on! The character is filled with a burning rage and a desire for violence. The
8 character becomes Frenzied (see page 24) for the duration of the effects, and must attack the
closest opponent
I’m only little! The character believes he has shrunk to half his normal size and everything else
9 is big and frightening now. All other characters count as having the Fearsome 3 talent to the
character.
The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly
winding its way up his leg. If holding a gun, he shoots himself with it or, if not, he hits himself
in the leg with whatever melee weapon he is holding. If the character is currently holding no
10
weapon, he draws a random weapon from those he carries and attacks himself with it. The attack
automatically hits, dealing damage normally. If affected for multiple rounds, the character makes
an attack against himself each round.

46
Melee Weapons
Name Skill Dam Crit Range Encum HP Price Rarity Special
Chain Weapons
Chainaxe Light +4 3 Engaged 3 2 840 5 Pierce 1, Vicious 4
Chainblade Light +2 2 Engaged 2 1 760 5 Pierce 1, Vicious 3
Chainsword Light +4 2 Engaged 3 2 930 5 Defensive 1, Pierce 2, Vicious 3
Breach 1, Cumbersome 4,
Eviscerator Heavy +7 1 Engaged 6 3 1,940 7
Dangerous, Vicious 4
Force Weapons
Force Axe Light +3 3 Engaged 3 2 3,000 10 Force, Vicious 1
Force Sword Light +3 2 Engaged 3 2 3,200 10 Defensive 1, Force
Force Staff Heavy +2 4 Engaged 4 2 3,000 9 Defensive 1, Disorient 3, Force
Low-Tech Weapons
Axe Light +3 4 Engaged 2 3 240 2 Vicious 1
Brass Knuckles Light +1 4 Engaged 1 1 180 2 Disorient 3
Greataxe Heavy +4 3 Engaged 4 3 300 5 Cumbersome 3, Pierce 2, Vicious 1
Greatsword Heavy +4 2 Engaged 3 3 300 5 Defensive 1, Pierce 1, Unwieldy 3
Breach 1, Disorient 5, Limited
Hunting Lance Heavy 14 2 Engaged 5 1 800 5
Ammo 1, See description
Knife Light +1 3 Engaged 1 2 150 2 -
Maul Light +3 4 Engaged 2 3 180 2 -
Defensive 1, Deflection 1,
Shield Light +0 6 Engaged 2 3 150 3
Inaccurate 1, Knockdown
Spear Heavy +3 3 Engaged 4 3 390 3 Defensive 1, Pierce 2
Staff Heavy +2 4 Engaged 3 3 210 2 Defensive 1, Disorient 3
Sword Light +3 3 Engaged 2 3 270 3 Defensive 1
Truncheon Light +2 4 Engaged 1 2 210 2 Disorient 4, Stun Damage
Cumbersome 4, Disorient 4,
Warhammer Heavy +5 3 Engaged 5 3 570 5
Knockdown
Whip Light +1 5 Short 2 2 300 4 Ensnare 2, Stun Damage
Power Weapons
Breach 2, Cumbersome 3, Sunder,
Omnissian Axe Heavy +7 2 Engaged 5 3 2,800 9
icious 2
Power Axe Light +6 3 Engaged 3 1 2,200 8 Breach 1, Vicious 3 Sunder
Power Blade Light +4 2 Engaged 1 0 1,300 8 Breach 2
Breach 2, Cumbersome 2,
Power Fist Light +4 2 Engaged 4 1 2,400 8
Knockdown, Sunder, Special
Power Maul Light +6 3 Engaged 2 1 1,700 8 Breach 1, Sunder, Disorient 2
Power Sword Light +6 2 Engaged 3 1 2,400 8 Breach 2, Defensive 1
Breach 2, Cumbersome 4,
Thunder Hammer Heavy +8 2 Engaged 6 1 3,150 10
Disorient 4, Knockdown, Sunder
Shock Weapons
Shock Maul Light +3 4 Engaged 3 2 500 5 Stun 4
Shock Whip Light +4 5 Short 3 1 650 6 Ensnare 2, Stun Damage

New Melee Weapon Qualities


The following new item qualities are added in Dark Heresy, in addition to those already
availiable in the Genesys Rulebook.

Dangerous: Some weapons are so unwieldy and destructive that every swing is a risk to the
wielder. When attacking with a Dangerous weapon, d may be spent to deal the weapon’s base
damage to the wielder.

Force: Psykers wielding a Force weapon may focus their mind, Counting as various magical
implements (see Genesys core) The force sword counts as a wand, the Axe as an Orb and
the Staff as a staff

Toxic: When this weapon damages a target and bypasses soak, they are forced to roll a
Resilience check with a difficulty equal to the weapon’s Toxic rating. If failed, each uncancelled
f inflicts one wound, ignoring soak. Each hh inflicts one point of strain.

47
Chapter IV - Armoury Chain Weapons
Chain weapons are popular amongst most
warriors in the 41st Millennium, as most
races and planets have the basic technology
to produce these brutal weapons. They all
have fast-moving chains of serrated metallic teeth running across what would normally be the
weapon’s bladed edge. Even the slightest hit can rip open flesh, and solid strikes can cut through
armour. Most are loud and all are visibly dangerous, and the sight of one can demoralise even
the most fanatical opponent.

Energy Cells: Chain weapons run on blessed power cells, keeping their vicious teeth turning.
The power of a chain weapon can be disabled as an incidental; while disabled, the weapon
uses the statistics of its nearest low-tech equivalent. If a chain weapon succumbs to moderate
damage or worse, the power is automatically disabled, and cannot be turned back on until the
weapon is repaired up to Minor damage or better.

Force Weapons
Force weapons have no special abilities
unless a psyker wields them. In the hands
of anyone else, a force weapon is simply
another sword or staff, though still extraordinarily rare and valuable beyond compare. When
a psyker channels his mental energies through the psychoreactive circuitry and arcane runes
covering the weapon, however, it becomes tremendously powerful. His will and rage multiplied
into a force that can rend armour and reality alike, a psyker with such a weapon is a warrior to
be rightly feared.

Low-Tech Weapons
Close combat weapons are a common sight throughout the galaxy, and in many places it
would be unthinkable to venture without at least one such weapon on your person. Depending
on the planet’s level of technology (and the
wealth of the user), these can range from
simple metal blades to high-tech weapons
of plastic or exotic metals and can include
swords, axes, polearms, clubs, mauls,
bludgeons and other simple devices.

Hunting Lance: A mainstay weapon amongst the Rough Riders of the Imperial Guard, hunting
lances mount a small but powerful explosive charge at the end of a metal spear. On impact,
the charge detonates with enough force to rip apart armour and barricades alike, allowing the
mounted riders to continue their assault. Once a Hunting Lance has been used, it cannot be
rearmed; treat the remaining haft as a staff.

Power Weapons
These weapons generate a disruptive energy field
along their edge or head, which can puncture even

48
the thickest of armour with each explosive strike.
Some appear as ornamented variants of base metal, only revealing their true nature when
activated and crackles of lightning dance across the surface. They still function as dangerous
weapons even when disabled or their power source is exhausted, or if the wielder prefers a more
inconspicuous approach in combat.

Power Fields: Power weapons are sheathed in a field of energy, allowing them
to slice through armour as if it wasn’t even there. These fields have the added
benefit of keeping the weapon underneath undamaged. While a power weapon
has an active power field, it is immune to the Sunder quality. The power
field of can be disabled as an incidental; while disabled, the weapon uses the
statistics of its nearest low-tech equivalent. If a power weapon succumbs to
moderate damage or worse, the power field is automatically disabled, and cannot be
turned back on until the weapon is repaired up to Minor damage or better.

Power Fist: One of the most devastating melee weapons in the 41st Millennium,
a power fist encloses the user’s own hand with a huge mechanical glove complete
with articulated fingers. The entire device is sheathed in a power field, allowing the
weapon to crush tank hulls and tear apart barricades. When attacking with a
Power Fist, a character adds their Brawn to the damage twice.

Shock Weapons
Shock weapons are designed to be generally non-lethal, attacking the
subject with incapacitating force through electrical shocks released on
impact. As shock weapons have little or no destructive impact on flesh other
than burn marks, they are useful for crowd control and “encouraging”
workers such as shipboard press gangs or other forced labour.

Melee Weapon Attachments


The following attachments are available to Acolytes who wish to customise their weaponry
further. The time taken to install an attachment varies depending on the nature of the
attachment, but typically takes several minutes at least. No test is typically required to install or
remove an attachment.

Balanced Hilt: Balance is key in a well-constructed melee weapon. Professional weaponsmiths


can use lightweight materials to create a sword or axe that is not only lighter, but also more
accurate in the hands of a skilled warrior.
Use With: Any weapon.
Modifiers: The weapon gains Accurate 1 (or reduces its Inaccurate rating by 1), and reduces
its encumbrance by 1.
Hard Points Required: 1

Collapsible: A common practice for clandestine Inquisitorial agents, a weapon can be modified
to be made collapsible, broken into parts or folded up to facilitate easier concealment. This
makes smuggling weapons substantially easier.
Use With: Any weapon.
49
Chapter IV - Armoury Modifiers: The weapon’s encumbrance decreases Attachment Price HP Rarity
by 2 (to a minimum of 1) when carried in collapsed Balanced Hilt 700 1 6
Collapsible 400 1 4
form, and any Perception check to detect the Custom Grip 500 1 7
weapon when hidden on the user gains bb. The Enflamed 1,000 2 6
Exterminator 500 2 4
weapon is unusable until reassembled, a process Mono 600 1 6
which takes one action. Overloaded Power Field 800 1 7
Paired Weapons 300 1 4
Hard Points Required: 1 Poison Reservoir 800 1 7
Sacred Inscriptions 700 1 6
Custom Grip: Though minor, altering the weapon’s Serrated Edge 100 1 3
Shock Pulse 400 2 6
grip to perfectly match its owner’s hand can make Tox Dispenser 1,200 2 7
the weapon feel like a literal extension of his arm. Truesilver Gilding 1,500 1 8
Weighted Head 250 2 3
This alteration can be done for either the user’s actual
hand, or to match a certain glove or armour he wears, or even a special gripping action that the
owner has made part of his attack style.
Use With: Any weapon.
Modifiers: The owner of this weapon removes b from all attack checks when using this
weapon. Anyone else who attacks with this weapon adds bb.
Hard Points Required: 1

Enflamed: Popular amongst the most religious and puritan members of the Inquisition,
weapons can be modified with small promethium tanks to blaze in a glorious fire, scorching all
they touch and striking fear into the hearts of heretics.
Use With: Any weapon.
Modifiers: An enflamed weapon’s attacks gains the Burn 1 and
Dangerous qualities. While alight, it illuminates everything within
medium range, and enemies add b to their Willpower based checks.
Hard Points Required: 2
Exterminator: Many of the more zealous religious warriors of the
Imperium use an exterminator cartridge on their regular weapons. This
small device contains a small one-shot device that shoots out a sheet of
fire.
Use With: Any weapon.
Modifiers: Rather than attacking with the weapon as normal, the
wielder may discharge the exterminator cartridge as an action,
resolving the effects as if they had made an attack with a flamer.
Hard Points Required: 2

Mono: Mono weapons have extraordinarily sharp edges, making each


blade an even greater threat. Melee weapons without an actual edge,
such as mauls or hammers, can also use this upgrade; for these weapons
the effect can be due to pneumo-shocks, inertial multipliers, or some
other more fitting enhancement.
Use With: Any low-tech or chain weapon.
Modifiers: The weapon gains Pierce 1, or increases its existing Pierce

50
quality by 1. Its critical rating is reduced by 1 (to a minimum of 1).
Hard Points Required: 1

Overloaded Power Field: As deadly and awe inspiring as they are, power weapons can be
even deadlier. Widely considered to be tech-heresy, a power weapon’s field can be overloaded
significantly, resulting in a much deadlier weapon to both the wielder’s opponents and
themselves.
Use With: Any power weapon.
Modifiers: Spend a maneuver to add 2 damage, Dangerous and Vicious 3 (or increase an
existing Vicious quality by 3) to the weapon until the end of the round. While this is in effect,
hh causes the weapon to suffer one level of damage.
Hard Points Required: 1

Paired Weapons: Many Hive gangers opt to wield an autopistol in each hand, and many heroes
of the Imperium’s armies charge into a battle with a pistol held in one hand and a sword in the
other. This weapon modification balances a pair of weapons, allowing the wielder to use them
in perfect tandem.
Use With: Any one-handed weapon.
Modifiers: When making a two weapon combat check with two weapons that have this
attachment, only a single a is needed to hit with the second weapon.
Hard Points Required: 1

Poison Reservoir: An adaptation based on the Spindlethorn Sieve Blade, this integrates a small
resevoir of poison into the blade of a weapon, which seeps out from pores across the blade when
striking a foe, injecting the poison right into the fresh wound.
Use With: Bladed and piercing melee weapons.
Modifiers: The weapon can be loaded with a dose of any injectable substance, a process
taking several minutes. The first time the weapon is used to strike at an opponent, the poison
is expelled. If the attack successfully bypasses soak and inflicts damage, the effects of the
poison are automatically applied to the target. Attacks which miss, or fail to deal damage
simply waste the poison, oozing out ineffectually against the opponent’s armour or the empty
air.
Hard Points Required: 1

Sacred Inscriptions: The character inscribes a sacred script from the Imperial Creed upon
the weapon. These inscriptions are generally etched into the weapon’s surface and might be
lavishly illuminated with valuable metals, jewels, and embedded relics, medals, or talismans
from members of the Ecclesiarchy. The constant reminder of his faith serves to instill additional
courage in the weapon’s wielder when his courage is tested.
Use With: Any weapon.
Modifiers: The wielder of this weapon gains b on all fear checks.
Hard Points Required: 1

Serrated Edge: The simplicity of this modification belies its viciousness. Adding a serrated edge
to a weapon is something almost anyone can do, and giving a bladed weapon tearing edges
ensures it does terrible damage to flesh and bone. On a bludgeoning weapon, this attachment

51
Chapter IV - Armoury represents adding spikes, barbs and other tearing protrusions.
Use With: Any low-tech weapon.
Modifiers: The weapon gains Vicious 1, or increases its existing Vicious quality by 1.
Hard Points Required: 1

Shock Pulse: Weapons like the Adeptus Arbites’ shock mauls are in truth simply primitive
weapons with some added circuitry, allowing them to dispense bursts of paralyzing electricity
with every strike. Any weapon can be modified with these principles in mind, a useful option
for Acolytes with a mind for taking down targets non-lethally.
Use With: Any low-tech weapon.
Modifiers: The weapon gains Stun 4.
Hard Points Required: 2

Tox Dispenser: The custom of lining a blade with deadly toxins has been with humanity since
the dawn of recorded time. Although smearing a poison on the blade has the advantage of
simplicity, technology has since provided a better solution. A series of micro-dispensers allow a
wielder to coat his weapon with poisons by simply pushing a button.
Use With: Any low-tech or chain weapon.
Modifiers: As a maneuver, the character may coat their weapon with toxins. On the
character’s next attack with the weapon, it gains Toxic (3). On a hhh the tox dispenser
runs out of toxin, and must be refilled. This requires two Actions. Refills cost 250 Thrones
and are Rarity 6.
Hard Points Required: 2

Truesilver Gilding: Weapons with Truesilver gilding have an inexplicable sturdiness in the
face of unnatural foes, almost as if the mere presence of the sanctified silver was enough to turn
aside ensorcelled blades and deflect daemonic talons.
Use With: Any low-tech weapon.
Modifiers: A weapon with truesilver gilding gains Defensive 2 against daemonic opponents.
Hard Points Required: 1

Weighted Head: Weapons designed to bludgeon foes to unconsciousness or death often benefit
from extra weight added to the striking surface. This can be accomplished through using
heavier materials in the construction, or just by adding metal bands or studs to the business
end.
Use With: Any bludgeoning weapon.
Modifiers: The weapon’s damage increases by 1, and it gains Concussive 2, or increases its
existing Concussive rating by 2.
Hard Points Required: 1

52
Armour
Type Defense Soak Price Encumbrance Hard Points Rarity
Basic Armour
Armoured Bodyglove 1 1 515 2 0 6
Chainmail Suit 0 2 350 4 1 3
Feudal World Plate 0 3 630 6 2 4
Heavy Clothing 0 1 35 3 1 1
Flak Armour
Flak Vest 1 2 550 2 1 3
Light Flak Coat 1 2 550 3 2 4
Military Flak Armour 1 3 780 4 3 5
Mesh Armour
Mesh Vest 1 2 980 2 1 7
Mesh Cloak 1 2 1,370 3 2 8
Carapace Armour
Carapace Chestplate 1 4 1.200 3 2 6
Enforcer Light Carapace 1 4 1,850 4 3 7
Military Carapace 2 4 2,300 5 4 8
Power Armour
Light Power Armour 2 5 8,500 8 3 9
Power Armour 2 6 13,500 12 4 10
Force Fields
Conversion Field 3 - 6,500 1 0 9
Power Field 4 - 15,500 6 0 10
Refractor Field 2 - 1,500 1 0 8

Basic Armour
While not necessarily of lesser defensive capability, this type of armour is generally of a
straightforward nature. Thick leather coats, protective body gloves, xenos furs, heavy robes,
quilted vests, and chainmail are common across the Imperium. On many remote planets,
and also in isolated locations within civilised worlds, such wear is standard. They rarely offer
adequate protection from lasgun fire or other advanced weapons, but are often inexpensive and
usually enough to deal with most threats.

Armoured Bodyglove: Bodygloves are skintight sets of armour, designed to be easily concealed
under regular clothing. If concealed beneath clothing, a Daunting (dddd) Perception check
is required to detect that the wearer is armoured.
Feudal World Plate: Feudal plate is typically constructed on technologically un-advanced
worlds such as feudal planets. Despite its outdated design, it provides a high degree of
protection. This comes at a price however; feudal plate impedes movement significantly. When
wearing feudal world plate, characters add bb to all Athletics and Coordination rolls. This
negative also applies to Chainmail armours

Flak Armour
Just as the lasgun is the most common type of weapon in the galaxy, so too is flak the most
common type of armour, both due to their standard usage in the Imperial Guard. Flak armour
is made from multiple layers of ablative and impact–absorbent materials, designed to deal with
light weapon attacks and proximity blasts. While not prepared to stop heavy weapons fire, it is
relatively lightweight, simple and inexpensive to manufacture, and dependable in combat.
Flak Vest: Flak vests provide cheap protection, but only cover the torso. Making a called shot
with an aim maneuver can bypass the soak provided by a flak vest.

53
Chapter IV - Armoury
Mesh Armour
Mesh armour is made from thousands of tiny thermoplas rings linked together to create a
fabric-like cloth. The material becomes momentarily rigid on impact, dissipating the attack.
The finest types are of clear xenos origin, though even the cruder human versions offer excellent
protection.

Because of its fine, fabric-like construction, mesh armour is particularly hard to detect, often
passing off as exotic clothing. A Hard (ddd) Perception check is required to detect that the
wearer of mesh armour is armoured.

Mesh Vest: Mesh vests provide more affordable protection


than their full body equivalents, but only cover the torso.
Making a called shot with an aim maneuver can bypass
the soak provided by a mesh vest.

Carapace Armour
Made from moulded plates of plasteel or ceramite,
carapace armour is often a sign of status amongst Imperial
officers and Acolytes. Elite warriors from the Militarum
Tempsetus and Adeptus Arbites wear full body suits of
the material, but it is more commonly used for chest
protection, or woven into flak suits as modular plates
which can be removed and replaced when damaged.
Carapace comes in levels of protection, with the associated
trade-off between effectiveness and weight.

Carapace Chestplate: Carapace chestplates access to the


powerful protection of carapace at a much more affordable
price point, but offer limited coverage. Making a called
shot with an aim maneuver can bypass the soak provided by a carapace chestplate.

Power Armour
This advanced armour consists of thick, ceramite plates and uses an integral power source
to augment the user’s strength and mobility. Many suits are heirloom items hundreds—or
even thousands—of years old. They come in a variety of styles, from lighter suits befitting
elite Acolytes to heavy versions designed for intense fighting. The huge and ancient versions of
the Adeptus Astartes are a separate class of power armour, using special implants to link the
armour to the user in a manner no human could wear or operate.

Power armour requires a constant power supply to properly function, fuelling the powerful
servos built into the joints. Power armour’s power supply can be activated or deactivated by the
wearer with a maneuver. Typically power armour suits are equipped with a power pack suitable
for five hours of active operation. Recharging takes 24 hours connected to some form of power
supply.

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While power armour is active, its encumbrance does not count against the wearer’s
encumbrance threshold. In addition, the wearer’s Brawn characteristic increases by 1. This does
not increase their wound threshold.

Force Fields
While physical armour is often as effective as it is impressive (sometimes merely the sight of
a heavily armoured Acolyte is enough to quell a would-be heresy), there are other times where
a stealthy approach is required, or the situation calls for a less combative presence. Force fields
can provide protection in these instances, as they are usually more concealable and often much
more effective as well.

It takes a maneuver to enable or disable a force field. The defence provided by a force field
replaces that of the armour a character is wearing, but the armour’s soak still applies. Force
fields are potent but unreliable technology, prone to shorting out at inopportune times.
aaaa or t generated on an attack check against the wearer causes the force field to short
out after the attack is resolved. A shorted out force field must be repaired or recharged, a
process taking roughly an hour, or a Hard (ddd) Tech-Use check.

Conversion Field: Also known as flare fields, these devices convert the energy of an attack into
radiated light, often strong enough to act as a blinding visual blast against nearby foes. A more
powerful version known as a Rosarius is often granted to members of the Ecclesiarchy to guard
against the predations of heretics and the unholy. If the conversion field blocks an attack that
generates aaa, the release of light is strong enough that the wearer and anyone engaged with
them are blinded for one round.

Power Field: Unlike most other field devices, power fields are large, bulky affairs that cannot
be easily disguised. Personal versions must be worn as heavy backpacks, while larger units are
fitted with motive mechanisms, due to their weight and size. Power fields do not provide their
defence against melee attacks, or ranged attacks made from engaged range. Power fields add
bb to Stealth checks, as they cause the air around their user to visibly ripple and crackle with
energy.

Refractor Field: Refractor fields are small enough to be disguised as jewellery or other
ornamentation. While active, they can disperse an attack across the field’s entire surface area
to negate the damage, but they also constantly envelop users with a soft halo as their energies
interact with the surrounding air. The glow of an active refractor field makes the user more
noticeable in low lighting or darkness, and adds bb to Stealth
checks.

Armour Attachments
The following attachments are available to Acolytes who wish
to customise their armour further. The time taken to install an
attachment varies depending on the nature of the attachment, but
typically takes several minutes at least. No test is typically required to
install or remove an attachment. Armour attachments can increase
the bulk of armour significantly, adding to its encumbrance.

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Chapter IV - Armoury Adamantine Chainguard: Some devoted Attachment Price HP Enc Rarity
Imperial servants wrap their armour in heavy Adamantine Chainguard 800 2 +2 8
Armoured Inserts 600 1 0 6
links, the added weight acting as a reminder Armour Spikes 500 2 +2 4
of the burdens Mankind must shoulder on the Auto-Senses 1,750 2 0 8
Blur Field 1,800 2 +1 9
path to righteousness. The chains also act as a Brazier 400 1 +2 4
secondary defensive measure, breaking weapons Ceramite Plating 1,000 1 +1 7
Chameleoline Coating 1,200 1 0 7
that strike them. Devotional Iconography 200 1 0 4
Use With: Any armour. Environmental Adaptation 400 2 +1 6
Hexagrammatic Wards 3,500 1 0 10
Modifiers: When an enemy uses a melee Integrated Auspex 375 1 0 7
Pentagrammatic Wards 4,000 1 0 11
weapon to strike a character wearing this
Preysense Masking 1,500 1 0 8
armour, hh may be spent to cause the Sacred Incense Burner 900 1 +1 7
Shock Field 950 2 0 7
weapon to take one level of damage. Power Superior Customisation 5,000 1 0 7
weapons are immune to this effect. Vacuum Sealed 1,000 1 +1 5
Weapon Mount 1,000 2 +2 6
Hard Points Required: 2

Armoured Inserts: The 41st Millennium is a dangerous time, and it pays to be protected even
outside of the battlefield. Clothing can be fitted with armoured inserts that absorb impact and
energy, almost indiscernible to the eye.
Use With: Heavy clothing.
Modifiers: Increase defense by 1. A Hard (ddd) Perception check is required to detect that
the wearer is armoured.
Hard Points Required: 1

Armour Spikes: While armor serves a largely defensive role for its wearers, that needn’t be the
rule. With the addition of spikes, blades, and other protrusions on areas covering shoulders,
knuckles, feet, knees or elbows, armor can be turned ino a deadly weapon of last resort.
Use With: Any armour.
Modifiers: When wearer suffers a hit from a Melee combat check, they may spend hhh or
d to inflict one hit of 6 damage on the attacker.
Hard Points Required: 2

Auto-Senses: Consisting of a complicated array of sensors and scanners networked into the
user’s helmet, Auto-Senses both aid in tracking targets and detecting ambushing foes.
Use With: Power armour.
Modifiers: Add b to all ranged weapon checks, and bb to all Perception and Vigilance
checks.
Hard Points Required: 2

Blur Field: Some Xenologists call the Blur field “a poor imitation of an Eldar holofield” - usually
moments before their apprehension by an Ordo hit squad. In truth, in an effort to mimic other
technologies, the Mechanicus created somethung unique. The field does not hide so much as
distort the user’s outline, rendering it diffcult to focus upon or identify. The technology employs
a complex network of wiring that can cause damage to the user when torn or punctured.
Use With: Any armour.
Modifiers: All sight based tests (including ranged and melee attack checks) made against the

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wearer gain b. Any time the wearer suffers wounds from an attack, they also suffer 2 strain.
Hard Points Required: 2

Brazier: Common among Ecclesiarchy priests and devoted Inquisitors of the Ordo Hereticus,
braziers serve little practical purpose, but act as beacons of inspiration for the faithful.
Use With: Any armour
Modifiers: Brazier can be ignited with a maneuver. While alight, it illuminates everything
within medium range, and adds b to Charm and Leadership checks against those loyal
to the Emperor, bb to Coercion checks, and bbbb to Stealth checks. If the wearer is
knocked prone, or begins their turn prone, they take six points of damage from the roaring
flames.
Hard Points Required: 2

Ceramite Plating: Ceramite protects against heat-based attacks, granting the wearer
greater levels of protection against those who would turn ire against him.
Use With: Carapace and power armour
Modifiers: Gain +1 soak against flamers, melta weapons and other heat based attacks.
Hard Points Required: 1

Chameleoline Coating: Armour can be coated with the same materials used to create
chameleoline cloaks, allowing the armour to blend into its surroundings and enhance an
Acolyte’s stealth capabilities.
Use With: Any armour.
Modifiers: Add aa to Stealth checks. Perception tests to detect the wearer receive bb.
Hard Points Required: 1

Devotional Iconography: Devotional iconography takes many forms, including sanctified


scrolls, purity seals, large metal halos, and even entire suits of armour covered in barely visible
micro-etching.
Use With: Any armour.
Modifiers: Add b to all Leadership and Charm tests when dealing with those faithful to the
Emperor, but add b to all social interaction checks when dealing with those not loyal to the
Emperor.
Hard Points Required: 1

Environmental Adaptation: Armour can be adapted to suit hostile


environments; adding internal heating or cooling systems, thick insulation,
rebreathers and other life preserving improvements.
Use With: Any armour which covers the whole body..
Modifiers: Armour grants the benefits of a survival suit and a
rebreather.
Hard Points Required: 2

Hexagrammatic Wards: This upgrade uses powerful wards and


a latticework of null circuitry to protect not just the wearer’s
body, but also his soul.
Use With: Carapace and power armour.
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Chapter IV - Armoury Modifiers: All psychic attacks against wearer add bb, and the armour’s soak is doubled
when resisting damage from psychic powers. Warp weapons do not ignore soak when
striking this armour.
Hard Points Required: 1

Integrated Auspex: Some Acolytes elect to have auspexes installed directly into their armour,
allowing them to monitor for threats and environmental dangers while keeping their hands free
to hold weapons.
Use With: Any armour.
Modifiers: Armour provides the benefits of an auspex, usable hands-free.
Hard Points Required: 1

Pentagrammatic Wards: One of the Ordo Malleus’s most closely guarded secrets, these wards
come about through a complex and arcane process of occult rituals, holy symbology, and the
application of lost aerythmetical formulae. When complete, pentagrammatic wards block Warp
entities, and are often so potent that even approaching one is enough to damage or banish a
Daemon
Use With: Any armour.
Modifiers: Whenever a character with the Daemonic or Warp Instability trait becomes
Engaged with the warded armour’s wearer or begins their turn Engaged with the wearer, that
character must make a Hard (ddd) Discipline check. If the character fails, they suffer 2
wounds per f. If the character succeeds with aaa or t, the pentagramatic ward shatters
and the armour permanently loses this attachment.
Hard Points Required: 1

Preysense Masking: While visual masking will


confound sentries and simple scans, often one’s own
body heat will give you away to an auspex with thermal
capability. Using a canister of liquid cooling agent
that circulates through capillaries integrated into the
armour, preysense masking brings the wearer’s heat
signature level with the environment.
Use With: Any armour except carapace, plate and
power armour.
Modifiers: The wearer adds bbb to Stealth checks
made to hide from infrared sensors or creatures with
heat-based vision.
Hard Points Required: 1

Sacred Incense Burner: Filled with blessed herbs and


spices, a sacred incense burner sends billowing clouds
of strong-smelling smoke in all directions. Daemons
find the holy odours repulsive, leaving them weakened
and disoriented.
Use With: Any armour

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Modifiers: Burner can be ignited with a maneuver. While alight, any creature with the
Daemonic trait within engaged range adds b to melee checks and Warp Instability checks.
Hard Points Required: 1

Shock Field: Popular with Arbites riot squads in the hives of the Imperium, shock fields can
be integrated into the hard plating of armour, delivering an unwelcome surprise to those that
strike the wearer in close combat.
Use With: Any carapace, plate or power armour.
Modifiers: When the wearer of this armour is struck in melee, hh on the check can be
spent to cause the attacker to suffer 2 strain. This effect is ignored if the attack was made with
a non-conductive weapon (wood, glass, ceramite etc).
Hard Points Required: 1

Superior Armour Customisation: Any piece of armor can benefit from retooling at the hands
of a superior craftsman. A talented artificer can enhance armour plating, place sacred blessings
on moving parts, and inscribe holy cants of protection into the armour’s surface.
Use With: Any armour
Modifiers: Reduce the armour’s encumbrance by 1, and increase its soak value by 1.
Hard Points Required: 1

Vacuum Sealed: Full body armor can be designed to be sealed against a vacuum, allowing the
user to operate in the cold of the void. This provides air, insulation and enough protection from
the adverse effects of exposure to open space.
Use With: Full body carapace or power armour
Modifiers: Allows the user to ignore the effects of vacuum or poisonous atmospheric
environments for up to 10 minutes.
Hard Points Required: 1

Weapon Mount: Armour can be modified to accommodate a mounting point for a weapon,
allowing the Acolyte to keep their hands free while still being well defended. These can
be controlled a number of ways, including voice activation, pressure sensitive gloves, or a
connection to a Mind Impulse Unit.
Use With: Any armour.
Modifiers: Mounts a single Ranged (Light) or Ranged (Heavy) weapon to the armour. Can be
aimed and fired hands free.
Hard Points R equired: 2

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Chapter IV - Armoury Item Price Enc Rarity
Gear Backpack 50 - 1
While weapons and armour are of paramount Chameleoline Cloak 1,500 2 7
Combat Vest 100 - 5
importance in combat, other equipment is needed for
Concealed Holster 80 0 4
investigating heresies, infiltrating cults, and interrogating Deadspace Earpiece 45 0 7
Explosive Collar 55 1 5
the guilty. From mundane needs such as clothing to Filtration Plugs 15 0 3
advanced medicae supplies, the items in this section can Photo Visors 100 0 5
Preysense Goggles 275 1 7
help ensure an Acolyte can be as effective as possible in Rebreather 50 1 5
his service to the Emperor. Recoil Glove 85 2 7
Respirator 50 1 4
Survival Suit 120 5 4
Clothing and Personal Gear Synskin 2,500 2 7
While weapons and armour are of paramount Voidsuit 100 5 5

importance in combat, other equipment is needed for


investigating heresies, infiltrating cults, and interrogating the guilty. From mundane needs such
as clothing to advanced medicae supplies, the items in this section can help ensure an Acolyte
can be as effective as possible in his service to the Emperor.

Backpack: These personal carrying items can range from containers of heavy cloth to elaborate,
body-conforming devices with internal bracing for comfort. A backpack increases the
character’s encumbrance threshold by 6.

Chameleoline Cloak: Chameleoline material is made up of mimic fibres that blend the
coloration of the wearer into their surroundings, and is the garb of choice for snipers. The
wearer adds bb to Stealth checks. If the wearer remains stationary during their turn, they
gain ranged defense 1.

Combat Vest: While this outerwear vest offers no additional protection, it does include
numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy
reach. A combat vest can hold 2 encumbrance worth of equipment; this equipment can be
retreived as an incidental, rather than a maneuver.

Concealed Holster: These conformal pouches can hold a small pistol such as an autopistol or
stub automatic, and are worn under obscuring clothing to disguise the weapon from observers.
Attempts to detect such a weapon add bb, but drawing a weapon from this holster requires an
action rather than the usual maneuver.
Deadspace Earpiece: Each of these tiny devices can limit high-volume sonic disturbances
(such as explosions) by automatically detecting and dampening the excessive noise down to a
tolerable level. Users wearing this earpiece gain bb to Resilience checks made to resist sonic
effects, and suffer 2 less strain from sonic weaponry.

Explosive Collar: These give penal legionnaires extra incentive to fight and expunge their sins
to the Emperor, as well as to keep captured prisoners in line. Each of these heavy collars comes
with a remote, usually with a range of 1 km. The remote can either release or explode the collar,
which automatically explodes if out of range of the remote for longer than 5 minutes.

When triggered, the explosive on the collar detonates. The resulting decapitation instantly
kills the wearer, and all characters within engaged range take 6 damage. Removing an explosive

60
collar without the remote requires a Hard (ddd) Tech-Use check. If the character trying to
remove the collar fails with at least hh, the collar explodes immediately.

Filtration Plugs: Worn in each nostril, filtration plugs screen out most pollutants and
hazardous gases. A character wearing filtration plugs adds bb to any Resilience check made to
resist the effects of damaging gases.

Photo Visors: These can be worn as corneal lenses or as outer eyewear, and amplify any low-
level light to allow the wearer to see as if normal lighting was present. A character wearing
photo visors can see in complete darkness with no issue, and suffers no penalty for performing
actions in poor lighting conditions. More advanced versions (costing 200 extra thrones and
increasing their rarity by 2) can filter out harsh light, making the wearer immune to photon
flash grenades.

Preysense Goggles: This eyewear device reveals thermal images so that the wearer can detect
things that would be otherwise hidden in obscuring mists and shadow. A character wearing
these suffers no penalty for performing actions in poor lighting conditions or darkness, and
receives bb to Perception checks made in the darkness of night.

Rebreather: These devices store and recycle breathable air via a mask and external supply tank,
making the user to immune to toxic atmospheres, even allowing them to survive underwater.
The air canister lasts only for about one hour and then must be replaced, which takes an action.
New tanks cost half as much as a new rebreather.

Recoil Gloves: This heavy gauntlet uses interlocking plates laced with memory wire to stiffen in
a protective grip, absorbing the shock from powerful hand weapons. A character wearing recoil
gloves can fire a Ranged (Heavy) weapon with one hand, changing the skill to Ranged (Light).
Increase the difficulty of the attack check once.
Respirator: A simple breathing mask that covers the nose and mouth or entire face, these offer
much better protection than filtration plugs. A character wearing a respirator decreases the
difficulty or any Resilience check made to resist the effects of damaging gases twice.

Survival Suit: When working in harsh and extreme conditions (especially when it is not
known in advance what they will be), survival suits are a must. No matter if it is too hot or too
cold, the suit can maintain proper body temperature and hydration via excellent insulation
capabilities. Using the differential between body temperature and outside temperature to drive
thermoelectric power cells, it also has reclamation systems for turning sweat into drinking
water. Most suits come complete with a hood, as well as goggles to protect the head and face.
While it does not protect forever, for medium duration emergencies it can help sustain life
until a rescue. The suit grants a bb to any checks made to withstand the effects of extreme
environments. When worn, a survival suit’s encumbrance is 2.

Synskin: Synskin is a bio-reactive body glove with an inert non-reflective surface that moulds
itself to the wearer’s form. The wearer adds b to all Stealth checks, and is rendered invisible to
the users of preysense goggles and photo visors. When worn, synskin’s encumbrance is 0.

Void Suit: These fully-sealed suits are essential for operating in the vacuum of space, but can
also be useful in toxic or hostile environments. Void suits have 12 hours of air, but add b to all
UTILITY BELT- 25cr, concealable, add 2 to players enc threshhold, rarity 0 61
Chapter IV - Armoury Agility based checks. When worn, a void suit’s encumbrance is 2.

Drugs and Consumables


Millennia of experimentation and degradation have led to thousands of drugs commonly
available to humanity, from simple stimulants to arcane potions that can imbue unholy effects.
These, along with more usual foodstuffs and drinks, are frequently part of any Acolyte’s travel
kit when preparing for action. Many narcotics require use of an injector or inhaler; see the tools
section for details.

Amasec: This refreshment is made from distilled wine or other fermented beverages, and is
popular in many regions of the Imperium. It is usually a fine-quality product, with some well-
aged vintages renowned across the sector for bouquet and flavour.

Anaesthetic: A variety of anaesthetic drugs exist across the Imperium, often used to subdue
valuable prisoners. Item Price Enc Rarity
Resisting a single dose requires an Average (dd) Amasec (Bottle) 50 1 3
Anaesthetic 35 0 4
Resilience check, while two or more doses combined Dreamjuice 100 0 8
increase the difficulty to Hard (ddd). Failure inflicts De-Tox 65 0 6
Explication Serum 325 0 10
5 strain. One to two h can be spent to make the target Imperium’s Fervour 175 0 9
give up his free maneuver for the next turn, while three Neurotoxin 50 0 6
Frenzon 95 0 7
or more h staggers the target. d can be spent to force Lho-Sticks (Pack) 10 0 2
Obscura 285 0 5
the target to make the Resilience check again in the
Ration Pack 10 1 2
following round, as the poison remains in their system. Recaf 5 0 1
Sacred Unguents 100 0 7
De-tox: De-tox can negate most of the dangerous effects Slaught 75 0 5
Stimm 20 0 4
of other drugs or toxins. A dose immediately ends the Tranq (Bottle) 15 1 1
effects, both positive and negative, for any chemicals
the subject has inhaled, ingested, or injected, unless the item specifically states de-tox cannot
work against it. Its use is extremely unpleasant, however, with common side-effects so extreme
(excessive vomiting and diarrhoea being the mildest) that many would rather abide their
current woes. Taking a dose of De-tox immediately ends the effects of any drugs or poisons in
the body. When the character takes a dose of De-tox, they must pass a Hard (ddd) Resilience
check or be Staggered for two rounds. Each h generated on this check inflicts 1 strain on the
character.

Dreamjuice: Dreamjuice is a popular recreational drug upon


Archaos in the Drusus Marches. Aspiring philosophers often
make use of the drug for insight into the universe or to gain
an edge in the debates that occur amongst differing schools of
thought within the planet’s hives.
A character who ingests or injects dreamjuice adds b to all
Intelligence based checks. However, all Willpower based checks
add bb. These effects last roughly half an hour per dose. After
the effects wear off, the user’s senses are hazy and distorted,
adding b to all Perception, Vigilance and ranged attack checks

62
for the rest of the day.
Explication Serum: Highly effective in interrogations, this drug puts the victim into a mental
state that effectively prevents deception.
A character injected with explication serum must make a Hard (ddd) Resilience check. If
failed, he increases the difficulty of all Deception checks twice, and any Coercion checks made
against him to extract information add bb. These effects last for one hour.

Frenzon: Frenzon is a term for a number of combat drugs used in conscript and assault forces,
especially in penal legions. A dose creates a fanatical and fearless state, leaving the user ready
to fight any foe, no matter how suicidal it may seem. A character using frenzon immediately
becomes Frenzied (page 24). Frenzon is addictive.

Imperium’s Fervour: Commonly given to Brontian Longknives inducted into the service of the
Scholariate at Arms, this drug is a long-term mind-altering substance which inures soldiers to
some of the horrors they might encounter while acting for the Holy Ordos.
A character affected by Imperium’s Fervour decreases the difficulty of all Fear checks once,
and add b to all Perception and Vigilance checks. These effects last approximately 24 hours per
dose. After the drug wears off, memories of any events that took place while drugged become
hazy. Remembering specific details of anything which happened while under the effects of
Imperium’s Fervour requires an Average (dd) Discipline check.
Lho-Sticks: A mild narcotic, each stick contains dried and cured plant leaves that release a
scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away
with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as
well, often making them useful trade items.

Neurotoxin: The Imperium is host to a variety of foul, virulent toxins which wrack the body
with pain and bring the afflicted creature to a quick end.
Resisting a single dose requires an Average (dd) Resilience check check, while two or more
doses combined increase the difficulty to Hard (ddd). Failure inflicts 5 wounds, and each
h inflicts one point of strain. d can be spent to force the target to make the Resilience check
again in the following round, as the poison remains in their system.

Obscura: Though often illegal, obscura is popular in many fighting units where combatants
are eager for respite from constant battle, as well as among civilians seeking relief from the
drudgeries of harsh life. Obscura-users enter a dream-like state for several hours (if required to
engage in combat, they add bbb to all checks due to their delirous state). For five hours after
the effects wear off, they enter a deep depression, unless another dose of obscura is taken, and
reduce their strain threshold by 3. Obscura is addictive.

Ration Pack: These small pouches contain concentrated or dehydrated foodstuffs suitable for
one complete meal, and also include vitamin supplements, water puri-tabs, a protein bar, and
heating pellets.

Recaf: These common beverages offer a mild stimulant effect as well as pleasing taste. Hot recaf
starts many days across the sector, from Imperial Guardsmen fighting on combat lines against
the xenos threat to Acolytes striving to stay alert on an all-night vigil near a suspected cult
hideout. Consuming recaf helps to hone senses dulled by exhaustion, and freshly brewed dose

63
allows the Acolyte to recover two strain. The benefits of Item Price Enc Rarity
Chapter IV - Armoury Auspex 145 1 5
recaf can only be gained once per 24 hours.
Auto Quill 55 0 5
Clip/Drop Harness 25 2 3
Sacred Unguents: Holy lubricating oils that have received Combi-tool 200 1 6
the blessings of the Omnissiah, these liquids are highly Comm Leech 600 1 7
Dataslate 25 0 3
sought after for their calming effect on recalcitrant Demolition Kit 250 3 7
machine spirits. A dose of sacred unguents may be Diagnostor 300 3 6
Disguise Kit 125 2 7
expended to add b to a Tech-Use check to repair or Excruciator Kit 375 2 7
modify an item, applied as an action. Glow-globe 15 1 1
Grapnel & Line 30 2 3
Slaught: This combat drug (also known as onslaught) Grav Chute 500 5 6
Inhaler/Injector 5 0 3
is frequently taken to heighten awareness and improve
Lascutter 65 3 4
reaction time. It literally speeds up the user, but causes Laud Hailer 50 3 5
neural and physiological damage with prolonged Magboots 200 2 6
Magnoculars 55 1 4
application. Taking a dose of slaught provides two Manacles 35 1 2
upgrades to all Agility and Cunning based checks for Medi-kit (Standard) 150 2 3
Medi-kit (Advanced) 400 3 6
the duration of the encounter. After the drug has run its Micro-bead 20 0 4
course, the character suffers 4 strain and receives bb to Multicompass 1,200 3 9
all Agility and Cunning based checks for the rest of the Multikey 500 0- 7
Null Rod 9,000 1 10
day. Slaught is addictive. Pict Caster 350 2 6
Pict Fly 1,000 0 7
Stimm: A dose of stimm is enough to energise the weary Pict Recorder 100 1 4
and mask pain with short-term vitality, often enough Psy Focus 100 - 5
Screamer 140 2 5
to finally bring a protracted combat to a successful
Signal Jammer 400 2 6
conclusion. When a character takes a dose of stimm, Spider Pads 150 2 5
he ignores all negative effects from critical injuries, Static Generator 600 2 8
Stummer 150 2 6
and cannot be staggered until the end of the encounter. Tracking Device 200 1 5
When stimm wears off, the character receives bb to all Vox Bug 500 0 6
Vox Caster 300 3 5
Strength and Agility based checks for the following hour,
Vox Tracker 700 4 7
and suffers 4 strain. Stimm is addictive. Writing Kit 20 2 2

Tranq: The drug tranq covers an array of artificial, alcoholic chemdistillates brewed by
underhive scum, criminals, and even Guardsmen desperate for respite from their wretched
lots. It numbs the body and mind, which provides a very different feeling than being drunk
on amasec, rotgut, or other spirits. Though similar in the end result, the effects of tranq are
unpleasant, depressive, and require an acquired taste.

Tools
While most Acolytes refrain from becoming overly dependent on devices or other
contrivances to prosecute their sacred duties, there is no denying that having the right tool at
the right time can be vital to success. The following is but a fraction of the accessories, aids, and
other implements that can aid in combating heresies or worse across the sector.

Auspex: These standard Imperial detection devices are used to reveal energy emissions, motion,
life-signs, and other information. A character using an auspex adds bb to their Perception
checks. Once per round, as an incidental, a character with an auspex may make an Average

64
(dd) Tech-Use check to spot things not normally visible to human senses, such as invisible
gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard
range is Long, though walls more than 50cm thick and certain shielding materials can block a
scanner.

Auto-Quill: Often elaborate devices of ink-stained brass and vat-grown or artificial quills,
these devices allow a user to copy text or transcribe speech with impressive speed and accuracy.
Many scribes carry portable units, suitable for recording interrogation sessions or xenos
translations.

Clip/Drop harness: A simple (but robust) spooled safety line with a magnetic or hooked clasp
at the end, these tools attach to the user’s belt or shoulder straps. When deployed, they allow for
relative safety in rappelling down vertical surfaces or preventing falls from unsteady rooftops.
A character using a clip harness to descend gains b b b to their Athletics checks made to
climb, and cannot fall if the check fails.

Combi-tool: Most combi-tools are small, compact devices filled with foldout and extending
probes, blades, hooks, and socket-plugs. They are ideal for coaxing operation from recalcitrant
machinery, repairing damaged devices, and in general bending errant machine spirits to the
will of the user. A combi-tool adds b to Tech-Use checks.

Comm Leech: A somewhat heretical item in the eyes of the Mechanicum, these tap into
vox signals or data transmissions. After making a successful Tech-Use check (with the GM
setting the difficulty based on the situation and signal), the user can use it to receive a signal
or transmission within 1km for a number of minutes equal to the number of generated s by
the check. If the character fails with hhh or d, the sender and receiver of the signal become
aware that someone is attempting to tap in.

Dataslate: These devices are common across the Imperium, and are the primary means of
storing and reading printed text and other forms of data such as pict or audio recordings. Well
crafted dataslates can also re-record new information, or transmit and receive data from other
devices.

Diagnostor: The diagnostor is a sophisticated medical device used across the galaxy. It can
detect and diagnose almost every ailment known to the Imperium, and can be incorporated
into medical kits, servoskulls, and other dedicated servitors. Any individual trained in medical
knowledge in the Imperial Guard understands its use. A diagnostor adds bb to Medicine
checks to determine an ailment; success indicates the proper treatment to be used.

Disguise Kit: Acolytes often conceal their true identity as part of their investigation, either
to create new personas or impersonate others. These kits contain basic makeup, prosthetic
appliances, skin dyes, vocal augmenters and retina lenses. Use of the kit adds bb to Deceive
checks to impersonate someone else.

Excruciator Kit: While all such kits are used in the gathering of information from the
unwilling and unrepentant, each is as unique as its user. Most contain a wide range of blades,
needles, chemicals, drugs, barbed hooks, neural probes, thermal prods, and other essential tools
needed to extract the truth. An excruciator kit adds bb to Coercion or Medicine checks to

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Chapter IV - Armoury interrogate a character.

Glow-globe/Stablight: Just as the Inquisition acts as a light against soul-devouring darkness, so


these small portable lamps act against the physical darkness of night. Glow-globes are roughly
the size of a clenched fist, and can illuminate an area a dozen or so metres in radius, while
cylindrical stablights can project a narrower, conical beam but at twice that distance. Both last
roughly five hours before their power packs need recharging or replacing.

Grapnel and Line: A combination of clip-harness and gas-powered pistol, this can fire a hook
or magnetic clasp attached to a thin, strong wire at an overhead target up to Extreme range
away. Once the grapnel attaches to the desired spot such as a rooftop, a user can manually
climb the line with an Average (dd) Athletics check to move up one range band, or activate a
powered winch which takes twice as long.

Grav Chute: Used by the Imperial Guard to drop onto the battlefield from the air, grav chutes
use anti-grav fields to slow a rapid fall into a controlled (and safe) descent, with small attitude
jets allowing for extra braking and directional finesse. Unlike jump packs, grav chutes are only
useful for safe landings and cannot be used for bounding or aerial leaps.

If the character passes an Average (dd) Coordination check or an Easy (d) Driving check,
the grav chute allows for a safe, guided fall from any height; otherwise the character counts as
falling from Short range, or Medium if the check is failed with hhh or d.

Inhaler/Injector: Many drugs require a device to administer a dose such as a syringe, spray-
injector, or gas flask. Each can hold one dose of any drug, which a character may administer as
a maneuever.

Lascutter: Ideal for slicing open doors and bulkheads, lascutters were originally designed for
mining, where their short-range, intense cutting beam could chop apart even the toughest
rock. Most can cut or weld around 10cm of metal depending on the thickness involved. They
are large and cumbersome, and so can only be used as a Melee (Heavy) weapon (acting as a
Meltagun) on stationary targets within engaged range. The difficulty of this roll is upgraded
twice.

Laud Hailer: Whether belting orders over the ferocious roar of combat or addressing a crowd
of thousands of the faithful, Imperial officials often require great volume, and a laud hailer is
the perfect tool. Each can amplify normal speech levels such that an entire crowd can hear the
speaker’s words clearly.

Magboots: Heavy and bulky, these oversized boots contain electromagnets. They allow the
wearer to adhere to metallic surfaces such as exterior hull plating, and are often found in
voidship emergency lockers. Magboots make all terrain count as difficult terrain for the
purposes of movement, but allows the wearer to move normally when in low- or zero-gravity
areas, provided there is a suitable metallic surface to walk upon.

Magnoculars: These powerful vision aids can magnify distant items into clear focus, helping
ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such
things as give range read-outs, detect heat sources, calculate target location positioning, and
take pict-captures of a view for later analysis.
66
Manacles: No bounty hunter or Enforcer would be without several sets of these solid restraints,
though they are often used to ensure sacrificial offerings do not stray from a cult’s altar or for
other, darker purposes.

Medi-kit (Standard): Medi-kits contain synth-skin patches, antiseptics, self-sealing bandages,


pressure tourniquets, and other medical aids. A standard kit adds b bonus to Medicine checks
so long as the user possesses the Medicine skill.

Medi-kit (Advanced): Medi-kits contain synth-skin patches, antiseptics, self-sealing bandages,


pressure tourniquets, and other medical aids. Advanced versions also contain tox wands, synth-
skin spray, diagnostic cogitators, and additional high-quality supplies. An advanced medi-kit
adds bb to Medicine checks so long as the user possesses the Medicine skill.

Micro-bead: Also known as a bead-comm, these small devices are worn in the ear and allow
for short-range communications out to roughly 1 kilometre (depending on weather conditions
and intervening terrain).

Monotask Servo-Skull: Servo-skulls represent the Item Price Enc Rarity


honoured remains of valued Imperial servants and Augur Servo-Skull 1,500 3 7
Illumination Servo-Skull 950 3 6
Tech-Priests who continue their service even after Laud Hailer Servo Skull 1,000 3 6
death. The skull is carefully cleansed and engraved, Medicae Servo Skull 2,500 3 7
Utility Servo Skull 1,500 3 6
then fitted with a machine spirit to guide its actions,
and tiny grav platings to sustain it in flight. Monotask models are
dedicated to a single, basic function and are a common sight on
many worlds. Each responds to basic verbal commands, and unless
otherwise commanded, always hovers near its master. The types
below represent only a fraction of the countless patterns found across
the galaxy.
• Augur - The skull carries a scanner and vox-data systems to
relay its findings. The character gains the benefits of an auspex
as long as the servo-skull is within 10 metres and active.
• Illumination - The skull is fitted with a glow-globe or
burning brazier to light out to Medium range.
• Laud Hailer - The servo-skull incorporates a laud-hailer, which can play recorded
speech or amplify its master’s speech as directed.
• Medicae - The skull is fitted with a medicae scanner and tools. The character gains the
benefits of a standard medi-kit as long as the servo-skull is within 2 metres and active.
• Utility - The skull is equipped with probes, plugs, and tools to aid in technical tasks. The
character gains the benefits of a combi-tool as long as the servo-skull is nearby and active.

Multicompass: When exploring new worlds, a device of this ancient techpattern is


indispensable—but few have the means or influence to acquire one. After a few seconds of
analysing planetary data, a multicompass can display directions, show topographical maps,
point out compass bearings, indicate altitude, and much more. Possessing a multicompass adds
bbb bonus to all Survival checks made to navigate a planet’s surface.

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Chapter IV - Armoury Multikey: In the right hands, a multikey can open most standard Imperial locks and is thus
is highly suspect for honest citizens to possess. This also makes it very desirable for criminals
or those operating outside normal channels. A character with a multikey adds bb to any
Skulduggery check made to open a mechanical lock.

Null Rod: Few things invoke terror as much as a psyker calling on the unholy powers of the
Warp to twist reality and rend souls. While faith in the Emperor is always essential, a null rod
can also be effective in negating such threats. Most null rods appear as short obsidian cylinders,
often crawling with arcane icons and glyphs. Each can dampen the powers of any psykers
within Short range, causing them to add bbbb to all checks to manifest psychic powers.

They also offer an Acolyte personal protection from psychic attacks by adding bbb to
any psychic power that directly targets them. A null rod acts as a truncheon with Breach and
Sunder when used in close combat.

Pict Caster: These devices are small, portable pict-screens made to receive transmissions from
remote pict-capture devices. Slightly larger and bulkier than a data-slate, they can be connected
to a pict-recording device remotely from up to a kiolmeter away, although particularly dense
obstructions between the device and the caster can shorten this range.

Pict Fly: Much like the Vox-bug, these insect-like constructs resemble large terrestrial
dragonflies, using the brain and nervous system from a similar flying creature. They also have
a very limited intelligence, allowing for uncomplicated instructions such as “follow the woman
with the augmetic eye” or “hover above the cargo yards”.

Pict flies transmit sound as well as visuals, although the quality of the sound is particularly
bad, adding bb to any checks made
to pick out auditory information. Pict-
flies emit a low insectoid buzzing when
flying, allowing for a Hard (ddd)
Perception check on the part of the
observed to notice them. A stationary
pict-fly makes no sound, and increases
the difficulty to Daunting (dddd).

Pict Recorder: A relatively simple


recording device, pict recorders—or
picters— can capture audiovisual
media. Most models can also
display recorded data on integrated
screens, with advanced models using
holographic imagery. Specialised pict-
servitors are essentially ambulatory
recorders, brought on hazardous events
or missions to autonomously capture
occurrences for later codifying.

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Psy Focus: Many psykers use these small, personalised items to steady themselves before
accessing the terrible powers of the Warp. Each is different; some might be no more than a
carved finger bone or pressed flower, while others could be a softly glowing crystal or void-iron
glyph. All, however, are specially attuned to their bearers through long meditation or ritual,
allowing them greater control over their abilities. When a psyker with a psy focus makes a
check to manifest a psychic power, they add b.

Screamer: These proximity alarms set off a piercing wail when they detect intruders. Screamers
can detect sound, movement, and even odours. Once set, a screamer has a Cunning of 6 for the
purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which
can be heard anywhere out to one kilometre. Doors, walls, and other barriers reduce the alarm’s
range.

Signal Jammer: As the name suggests, this device acts to overpower local vox, data, or other
transmissions within a range of roughly 1km. Basic models are overt and obvious, such that the
transmitting agencies know they are being jammed. Sophisticated versions emit precisely-tuned
frequencies that dampen out transmissions without anyone detecting the action.

Spider Pads: These gloves, vambraces, and greaves strap securely over clothing or armour and
supply an adhesive surface that greatly aids climbing in most circumstances. Pads at the knees,
toes, forearms and hands secrete a tacky substance that sticks to many surfaces. They provide
a bbb bonus to Athletics checks made to climb on materials such as rockcrete, sheer marble
or other fairly regular surfaces. The bonus is reduced to b when climbing on uneven, rough
surfaces.

Static Generator: Simple but obvious, this emits a powerful sphere of white noise across
commonly used transmission frequencies within Long range. Comm devices do not function,
but it is also clear to all users that they are being disrupted, and the device can be easily located.
Still, when set on a timer and placed next to a transmission tower, they are effective for short-
duration sabotage.

Stummer: The reverse of a screamer, a stummer blankets sound within Short range through
sonic detection and dampening projectors. A character carrying an active stummer adds
bbb to Stealth checks to move silently, but provides no concealment benefits. A stummer
typically has enough power for 20 minutes of continuous use before needing to be recharged, a
process that takes about one hour.

Tracking Device: Consisting of both a marker (which is approximately the size of a Throne
coin) and a tracker (roughly the size of an Auspex), the system indicates direction and distance
to the marker so long as it remains within range. Within 1 kilometre, the signal will remain
strong, and even out to 2 kilometres, the signal will read properly so long as there isn’t a large
amount of stone or metal between the marker and tracker (such as a hive or tunnel system).
The tracker is backed with an adhesive that will bond with virtually any material, but can
be removed with relative ease either before or after discovery. Detecting a hidden tracker is a
Perception check opposed by the Skulduggery of the one who planted it.

Vox Bug: Looking much like its moniker, Vox Bugs are self-motive devices, the size of a thumb,

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Chapter IV - Armoury able to scuttle to their target and hide themselves amongst their clothing or possessions. The
cortical material from the ubiquitous roach forms the basis for its rather limited awareness,
allowing them to take one simple sentence of instruction, such as “hide in the gear of the man
across the table” or “climb onto the corner of the next room.” They can also be placed in “inert
mode,” where their tiny claws will simply affix themselves to an item or object.

They will faithfully transmit sounds from their location to any vox-caster or micro-bead
tuned to the appropriate frequency. Their range, however, is poor, only able to broadcast out to 1
kilometre. Detecting a vox bug typically requires a Daunting (dddd) Perception check.

Vox Caster: A standard Imperial long-distance communications device, vox casters can
transmit and receive to other units within 100km, and can reach most orbiting vessels
overhead.
Vox Tracker: Roughly the size of a backpack, this device can give a direction and approximate
distance for vox transmissions. The tracker is ineffective in locations where the volume of vox
traffic will not allow parsing of one signal from the rest. The interceptor array requires a minute
or so to assemble, and must be in a location where the signal’s strength allows for reception.

The quality of the information obtained depends on the result of an Average (dd) Tech-Use
check. Success determines the general direction of the transmission, while aa determines the
distance of the transmission down to a few kilometres. aaaa or t determines the distance
down to a matter of metres.

Writing Kit: Simple and basic, standard writing kits contain parchment, inks, and quills for
Acolytes to transcribe confessions, diagram important finds, and leave messages for fellow
Acolytes.

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Cybernetics
Cybernetics are a highly visible part of the Imperium. It Bionic Replacement Price Rarity
Bionic Limb (Basic) 800 5
is rare for the powerful to not have at least one mechanical Bionic Limb (Enhanced) 3,000 6
implant, given the dangerous nature of life in the 41st Bionic Organ 1,350 8
Bionic Respiration 1,300 7
Millennium. Age and wear also contribute to the substitution Bionic Senses 1,600 7
of organs or other body parts. The Adeptus Mechanicus holds
that the replacement of flesh with blessed technology acts to move one closer to the purity of the
Omnissiah. Many bionics are indeed superior to the organics they replace, though some would
argue that with each alteration of flesh to metal there is a price to be paid in humanity, and
perhaps also sanity.

Cybernetics can be installed or removed with an Average (dd) Medicine check, taking
two hours of surgery. If the check is failed with a d the cybernetic is permanently destroyed.
On a successful check with d the cybernetic is installed successfully, but the cybernetic may
malfunction at some crucial moment, as determined by the GM. Each h on the check inflicts
one wound. Acolytes who attempt to install cybernetics on themselves upgrade the difficulty of
the check three times.

As often preached by the Cult of the Machine God, the flesh is weak. Installing cybernetics
places strain on the body, and can eventually cause permanent damage. Acolytes can install
a number of cybernetics equal to their Brawn rating and receive no ill-effects. For every
cybernetic installed beyond this limit, the Acolyte decreases their strain threshold by 1, until
the cybernetic is removed.

Each statistic, characteristic and skill can only be increased once with the aid of cybernetics,
no matter how many different cybernetics an Acolyte has that would increase that number.
Cybernetics can never raise a characteristic above 5.

Bionic Replacements
Bionic replacements are cybernetics
which replace some existing party of
the body. A common example is bionic
limbs, which are often used to replace
limbs lost in the line of duty.

Bionic Limbs: Bionic limbs come in two


variants. Simple, cheaper models simply
replace the function of a regular limb,
providing no mechanical benefit. More
expensive models provide characters
with a boost to their characteristics:
either +1 Brawn or +1 Agility.

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Chapter IV - Armoury Bionic Organ: Bionic organs can take many forms, improving the body’s ability to function,
and providing an extra safety net against disease and injury. A bionic organ provides either +2
wound threshold (this is an exception to the +1 increase limit, but cannot be increased past +2),
+1 Resilience, or +1 Athletics (you choose which when you purchase the organ).

Bionic Respiration: Bionic respiration systems replace the lungs, enhancing the body’s ability
to cope with toxins in the air, and provide a limited supply of backup oxygen. Acolytes with a
bionic respiration system reduce the difficulty of any Resilience checks to resist airborne toxins
once, and can survive without air for three times as long.

Bionic Senses: Bionic senses can take the form of replacement ears or cybernetic eyes. Bionic
Senses provide +1 rank to your character’s Perception and Vigilance, and remove b added to
their checks due to environmental factors such as darkness or ambient noise.

Bionic Augmentations
Not all cybernetics are designed to replace human limbs or organs; others are integrated
into the holy form of man purely to add functionality, or create entirely new abilities. Most are
highly visible and act as clear indications of the Ominissiah’s blessing.
Bionic Augmentation Price Rarity
Augur Array: These implanted devices duplicate the effects Augur Array 1,500 7
Autosanguine 2,700 8
of sensor systems that go beyond normal human senses. An Calculus Logi Upgrade 1,800 8
augur array acts as an implanted Auspex (see page 64). A Cerebral Implants 4,500 8
Ferric Lure Implants 1,800 7
character with an Augur Array can reroll a Perception check Interface Port 1,600 6
Locator Matrix 1,400 6
once per session. Luminen Capacitor 2,900 8
Maglev Coils 3,000 8
Memorance Implant 2,400 7
Autosanguine: This ancient and blessed microscopic Mind Impulse Unit 2,800 7
technology flows as a metallic liquid within the character’s Respiratory Filter
1,600 6
Implant
bloodstream, repairing minor injuries and accelerating Scribe-Tines 1,400 6
Subskin Armour 1,600 8
healing. Medicine checks to provide medical aid to an Synthmuscle 4,000 7
Acolyte with this cybernetic decrease their difficulty once, as Vocal Implant 1,000 6
Volitor Implant 1,600 7
do Resilience rolls to recover from a critical wound. When
recovering wounds from natural rest, the character recovers twice as many wounds.

Calculus Logi Upgrade: These bionics are internal cogitator implants which aid in data
retention and processing. The user can rapidly sift through stacked dataslates and parchments,
applying intuition to vast reams of data far beyond the capabilities of a normal man. An
Acolyte with this cybernetic add a b to any Scholastic Lore checks they make. This stacks with
the bonus provided by scribe tines.

Cerebral Implants: Commonly used to repair a severely damaged brain or (hopefully) augment
its abilities, these often-risky implant systems represent a major step from simply replacing a

72
limb to altering a character from human to mechanism. Cerebral Implants grant a character +1
Intellect.

Ferric Lure Implants: Powerful electromagnets are implanted in the Acolyte, allowing him
to cast forth a net of invisible energy and manipulate magnetic fields. As an action, he may
summon an unsecured metal Sil 0 object within short range to his hand.

Interface Port: An interface port is a mechanical port implanted in the body, commonly in the
rear of the neck, which can be connected to machines via a data cable. An Acolyte with this
cybernetic add a b to any Tech-Use checks they make to interact with a connected device, and
can control connected devices without use of their hands.

Locator Matrix: Micro-cogitators implanted at the base of the skull allow the user to be
aware of the direction of the planetary poles, the Acolyte’s present location to within a few
metres, relative velocity, altitude, time of day, and other valuable information. A locator matrix
decreases the difficulty of Survival checks to navigate on a planet’s surface once.

Luminen Capacitor: This implanted energy source charges internal capacitors, allowing
the character to recharge devices or even unleash powerful energy blasts. With a successful
Resilience check, the character recharges or powers machinery. This requires one minute of
mental focus and meditation. The difficulty of the Resilience check varies depending on the
nature of the powered system.

• Easy (d) - Simple power cell, glow-globe


• Average (dd) - Lasgun charge pack, dataslate
• Hard (ddd) - Shuttle launch systems, servo-skull
• Daunting (dddd) - Lascannon charge pack, servitor
• Formidable (ddddd) - Cogitator core, xenos technology

This exertion of energy can be stressful. Each uncanclled h generated by the check inflicts one
strain.

Maglev Coils: Archaeotech systems of powerful gravimetric coils are implanted in the body,
allowing the user to become unshackled from gravity’s grasp for short periods. Activated
with a maneuver, maglev coils allow a character to hover 30 centimetres above the ground
for a number of minutes equal to their Brawn. For each round the character wishes to remain
hovering, they must maintain the effect with a maneuver. This means that to move while
levitating, a character must expend strain to gain an extra maneuver, or downgrade their action
to a maneuver. Maglev coils may be activated to break a fall, making the fall count as one from
short range, regardless of the actual distance. Each time the character activates the coils, it
drains the stored power and cannot be used again until recharged (which takes 24 hours).

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Chapter IV - Armoury Memorance Implant: This implant is a neurally-linked datavault and pict-capture array,
often incorporating augmentic replacement of one or both eyes, that records information on
people or scenes viewed. It can then later replay that information, or overlay the present view
with additional data on people and objects viewed. It is a tool of chroniclers, loremancers, and
masters of ceremonies, as well as factors or nobles who like to see the secrets of their rivals
overlaid upon their view of the negotiating table.

Mind Impulse Unit (MIU): These devices, also known as sense-links, allow the owner to
interface directly with a machine or technological device. MIUs see widespread use among the
Adeptus Mechanicus, who regard them as objects of divine communion. An Acolyte with this
cybernetic add a b to any Tech-Use checks they make to interact with a connected device, and
b to any Driving checks they make to interact with a connected vehicle.

Respiratory Filter Implant: These involve masses of tubes, wires, vox-grills, or other augmentic
parts replacing the neck and upper chest. The implant sifts out most toxic gases; inhaled
particulate matter is also filtered, making breathing easier in heavily polluted atmospheres. This
implant allows the user to add bb to Resilience checks to resist inhaled poisons, gas weapons,
or atmospheric toxins.

Scribe Tines: The hand and lower forearm are replaced with specialised and sensitive tools
ideal for manipulating parchment, autoscribing, dataslate tuning, and other efforts to record
and preserve information. While somewhat disquieting in appearance, they are viewed with
favour by hive-world scholars and lexmechanics. An Acolyte with this cybernetic add a b to
any Scholastic Lore checks they make. This stacks with the bonus provided by the calculus logi
upgrade.

Subskin Armour: Thin carapace plating is


inserted under the skin in various locations,
giving the user added protection against
damage. While not as impressive as most
augmentations and sometimes uncomfortable,
subskin armour is very reliable. Subskin armour
increases an Acolyte’s soak by 1. This stacks
with armour.

Synthmuscle: Ropey strands of vat-grown


muscle tissue, thick with slurried nutrients and
laced with flakweave, are woven into existing
muscle groups, granting increased strength.
Synthmuscle grants a character +1 Brawn.

74
Vocal Implant: This implant is usually found with those who use their voice to project
commands or proclamations, such as Ecclesiarchy Preachers or Adeptus Arbites Crowd
Dispersal Officers. This implant works to amplify the vocal cords to an inhuman range in order
to shout commands over the noise of a raging battle. A vocal implant acts as an implanted laud
hailer (see pagepage 66).

Volitor Implant: The subject has cranial surgery to implant neural receptors and artificial
nerve routing, and can be compelled not to reveal a certain item of information, remain within
a set area, or perform a specific task. If the subject attempts—or is forced—to counter this
compulsion, his brain shuts down into unconsciousness, or even death for some severe volitor
patterns. A character with a volitor implant who defies the directives set out by the implant
immediately suffers 10 strain.

Mechadendrites
Mechadendrite Price Rarity
Mechadendrites are mechanical attachments of brass Ballistic Mechadendrite 1,500 7
and steel that act as additional arms. They are normally Manipulator Mechadendrite 1,800 7
Medicae Mechadendrite 2,600 7
mounted on the shoulders or back, though some within Optical Mechadendrite 2,100 7
Utility Mechadendrite 2,500 7
the Mechanicum also project these cybernetics from their
waists or chests. Each is usually 2 metres in length when fully extended, and has a specialised
function based around the mechanisms affixed at their end. The number of mechadendrites
coiled or folded around a Tech-Priest’s
crimson robed figure is often an excellent
indicator of his rank within the Priesthood of
Mars.

Ballistic Mechadendrite: Designed for ranged


combat, this mechadendrite is fitted with a
weapon that functions as a laspistol that does not require recharging. This laspistol can be fired
while the user’s hands are otherwise occupied, using their Ranged (Light) skill as normal. Once
per session, the ballistic mechadendrite can be fired as a maneuver.

Manipulator Mechadendrite: A heavy and powerful attachment, this mechadendrite is


designed for heavy lifting and handling of industrial gear. When using the manipulator, a
character reduces the difficulty of any Athletics checks to
move heavy objects once. As an incidental, the manipulator
mechadendrite can tether the user to a suitable support
in the environment, removing bb imposed by
environmental conditions such as buffeting winds or low
gravity. The manipulator mechadendrite can be utilised as
a weapon in a pinch, counting as a Melee (Heavy) weapon

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Chapter IV - Armoury dealing 5 damage, with a crit rating of 4. While powerful, the manipulator is not subtle, and
attempts to use it for such tasks as dataslate typing, inscribing sacrificial etchings, handling
delicate objects or the like only ends with equipment being dropped, smashed, or otherwise
ruined.

Medicae Mechadendrite: This model hosts a


variety of medical and surgical tools ideal for
combat first aid. A character with a medicae
mechadendrite always counts as having the
tools needed for a medical procedure, and adds
bb to their Medicine rolls. The mechadendrite
houses six injector pistons, each of which may be filled with one dose of a drug and injected on
a willing target within engaged range as a maneuver. Unwilling targets can be injected with an
opposed Medicine vs Vigilance check, with bb. The medicae mechadendrite can be utilised as
a weapon in a pinch, counting as a Melee (Light) weapon dealing 3 damage, with a crit rating of
2 and Vicious 2.

Optical Mechadendrite: Often consisting of highly flexible, snake-like tubing, this contains
pict-capture and other sensory devices for inspection and detection. The mounted pict devices
allow it to examine surfaces at a microscopic level or to be used as telescopic sight. An optical
mechadendrite grants bb to any vision based Perception
checks. It contains an infrared torch and sensors extending
out to medium range, and so within this area the user ignores
penalties due to darkness or smoke.

Utility Mechadendrite: The most common type of mechadendrite, these are tipped with a
variety of mechanisms for the repair and succour of blessed technologies. A character with a
utility mechadendrite always counts as having the tools needed to repair, modify or otherwise
manipulate machinery, and adds bb to these Tech-Use checks. The limb also houses six
injector pistons, each of which may be filled with one dose of a sacred unguent, administered
to an engaged weapon or machine with a maneuever. In addition to this, the limb contains an
electrically-powered censer, which can gust incense fumes over troublesome faults. Unless it
is deactivated (which would surely count as a minor tech-heresy at best), all Perception checks
made to detect the Tech-Priest based on sense of smell gain bb. As a maneuver, the censer can
create a “blast” of incense smoke once per encounter,
which imposes a b on all checks made within
engaged range. The utility mechadendrite can be
utilised as a weapon in a pinch, counting as a Melee
(Light) weapon dealing 3 damage, with a crit rating
of 3 and Pierce 2.
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Chapter V - Psychic Powers
“I have no need for toys, Inquisitor. Even the greatest of your devices cannot compare to the
power of the Warp.”
– Jonah Maerre, Savant Militant, 49th Spectoris Infantry (MIA)

Certain humans are born with the innate ability to access the chaotic energies of the Warp,
drawing on them to achieve an array of impossible feats. These individuals, gifted or cursed,
might be called witches, shamans, necromancers, wyrds, or any number of terms according to
local custom, but are most commonly known as psykers.

Psykers evince a bewildering array of abilities, for the


source of their power is bound to no law or rule. Indeed,
the Warp-spawned powers of psykers can break the very
laws of physics: defying gravity, creating
flame from nothing, and halting bolter
rounds in mid-air. This power does
not come without a price, however.
The Warp is unpredictable, and home
to malign intelligences and beings
drawn to the soul-light of a psyker, like
ravenous moths to a luminous morsel.

Psychic Disciplines
Psykers have access to five additional
skills beyond those avaliable in Chapter
II. These skills are the five disciplines
which psyker abilities fit into; Biomancy,
Divination, Pyromancy, Telekinesis and
Telepathy. Making a character into a
psyker is as simple as putting at least one
rank into one of these skills. Outside
of character creation, this should only
be done with GM approval; nascent
psykers do exist, but their emergence
should be a matter of narrative, not just
spending a few XP. The five disciplines
are described in the following pages.

77
Chapter V - Psychic Powers Biomancy (Willpower)
Artists of living flesh, Biomancers can
push their own bodies beyond human limits,
and even control the biological processes
of others. These powers allow a psyker to
enhance his own abilities and aid his allies,
but can also be used stop a foe’s heart with
but a thought.

Divination (Cunning)
Perhaps the most ancient of psychic
disciplines, divination foretells the future.
Though diviners may seek answers by
scattering animal entrails or studying the
movement of stars, it is in fact the timeless
realm of the Warp to which they turn. The
powers of divination are of inestimable use to
an Inquisitor and his Acolytes in the pursuit
of their duties, both in the frenzied arena of combat and while undertaking investigative
pursuits.

Pyromancy (Agility)
The most destructive discipline, pyromancy allows a psyker to control and create flame using
his mind. These powers focus on combat, from incinerating foes from within to summoning
walls of flame to shield allies. Pyromancers are greatly feared, for their powers are often difficult
to control once released, and can inflict great collateral damage.

Telekinesis (Intellect)
Through the power of the Warp, telekines translate mental impulses into physical force.
Powers from the telekinesis discipline can defy gravity, blast opponents with invisible bolts of
force, and even tear holes in the very fabric of reality. Such powers offer great utility in a variety
of situations, for they allow a psyker to affect the world around him without the constraints of
his physical body.

Telepathy (Presence)
Perhaps due to Astropaths being amongst the more common types of psyker, many
individuals equate all psychic ability with telepathy. In fact, only certain psykers possess the
talent to enter the minds of others, and even fewer the strength of will to maintain their
own sanity in the face of constant exposure to others’ thoughts. These powers may not inspire
awe in the same way as other, less subtle, disciplines, but a skilled telepath can end a battle
before a single shot is fired.
78
Manifesting Psychic Powers
Manifesting psychic powers uses the rules for casting magic spells detailed on Page 210 of
the Genesys Core Rulebook. However, some alterations have been made to make these rules
better suit the cruel world of the 41st Millennium. A psychic power check’s difficulty is always
upgraded once, turning the first d into a c. This represents the inherently risky nature of
trying to control the Warp. Manifesting a psychic power still costs 2 strain as per the Genesys
magic rules.

Perils of the Warp


Whenever a roll to manifest a psychic power generates hhh or d, Perils of the Warp
takes effect. Roll 1d10 against the appropriate Perils of the Warp table; there is one table for
each Psychic Discipline, found on pages 87-91. Add 5 to the d10 result for each additional
hh or +d10 for each d. Environmental factors (such as areas where the veil between the
Immaterium and realspace are thin) may cause additional modifiers to be added, at the GM’s
discretion. Pushing
Psykers can push themselves, drawing deeper from the depths of the Warp to boost their
powers beyond their normal capabilities. This is risky, though, as the psyker strains their ability
to control the roiling energies of the Warp. When choosing to push, a Psyker may upgrade the
difficulty dice of their roll up to three times. For each time they do this, they add either s or
aa to the final result of the roll chosen before the roll is made.

Psyniscience
Psyniscience is a psyker’s ability to perceive the currents and eddies of the Warp. Psykers can
use it to detect the presence or absence of Daemons and the use of psychic powers. Psyniscience
also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow
of the Immaterium has been unsettled or disrupted. Psyniscience is governed by the Perception
skill, and is only accessible to psykers.

Types of Psychic Powers


The powers avaliable to psykers are based on the magic spells on page 212 of Genesys.
However, since they have been modified substantially, and new ones have been added, all the
powers are detailed here. Each power takes a substantially different form when manifested by
different disciplines, so some examples are given here too. Note that the Conjure spell is not
avaliable in any form in Dark Heresy.

Each discipline only has access to a limited number of powers, depending on the nature
of the discipline itself. In addition, the effects of a power may change significantly when
manifested by different disciplines. A psyker may only manifest powers from a discipline they
have at least one rank in.
Psychic Discipline Characteristic Powers
Biomancy Will Attack, Augment, Heal
Divination Cunning Barrier, Curse, Augury
Pyromancy Agility Attack, Barrier, Curse
Telekinesis Intellect Attack, Barrier, Manipulate
Telepathy Presence Augment, Compel, Curse
All Disciplines - Dispel, Utility

79
Chapter V - Psychic Powers Attack
Concentration: No
Disciplines: Biomancy, Pyromancy and Telekinesis
Attack powers include any combat check or other action that directly or indirectly causes strain
or harm to an enemy. They use the rules for Attack spells on page 215 of of the Genesys Core
Rulebook, replacing the additional effects table the one below.

• Biomancy attacks typically take the form of crackling arcs of bio-lightning, channelled
through the meridians of the psyker’s body.
• Pyromancy attacks are fairly self-explanatory; psykers bring scorching flame to bear
against their target, lashing out with bolts of pure flame, or causing the air itself to ignite
around the target. Pyromancy attacks automatically gain the Burn quality with a rating
equal to the psyker’s ranks in Discipline.
• Telekinesis attacks can take the form of bolts of sheer force or molecular width blades
slicing through an opponent’s flesh.

Additional Effects Difficulty


Blast: The attack gains the Blast quality with a rating equal to your character’s ranks in
+d
Discipline.
Close Combat: May select a target engaged with your character. +d
Deadly: The attack gains a Critical Rating of 2. The attack also gains the Vicious quality
+d
with a rating equal to the character’s ranks in Discipline.
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient
+d
quality with a rating equal to your character’s ranks in Discipline.
Manipulative (Telekinesis only): If the attack hits, you may spend a to move the target
+d
up to one range band in any direction.
Non-Lethal (Biomancy and Telekinesis only): The attack gains the Stun Damage quality. +d
Range: Increase the range of this power by one range band. This may be added multiple
+d
times, increasing the range band each time.
Rapid-Fire: The attack gains the Auto-Fire quality. (You must increase the difficulty by one
+d
to use the Auto-Fire quality as normal.)
Shock (Biomancy only): The attack gains the Burn quality with a rating equal to your
+d
character’s ranks in Discipline.
Snare: The attack gains the Ensnare quality with a rating equal to your character’s ranks in
+d
Discipline.
Withering: The attack gains the Stun quality with a rating equal to your character’s ranks
+d
in Discipline.
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality
+dd
with a rating equal to your character’s ranks in Discipline.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill
(instead of dealing damage equal to the characteristic). If the attack has the Blast quality, it +dd
effects all characters within short range, rather than engaged.
Inferno (Pyromancer only): The attack gains the Pierce 2 quality (this also applies to
Burn). When a target attempts a skill check to negate the Burn quality that was inflicted by +dd
this attack, increase the difficulty of that check by 2.

80
Augment
Concentration: Yes
Disciplines: Biomancy, Telepathy
Augment powers involve psychically enhancing characters, pushing the limits of their abilities.
These powers can be useful in a variety of circumstances; a biomancer might have an ally grow
thick, metallic claws to better scale the side of a manufactorum, for example. Augment powers
use the rules for Augment spells on page 215 of Genesys, replacing the additional effects table
the one below.

• Biomancy augmentations are some of the most unsettling;


allies’ bodies shift and change as the biomancer sculpts their flesh,
manipulating their very cells to boost their capabilities. Mercifully,
these changes are not typically permanent.
• Telepathy augmentations take the form of
manipulating thoughts; telepaths might
cast inspirational images into the mind
of an ally, or send mental messages to
better coordinate attacks. Telepathy
augmentations can only affect others, not
the psyker themselves.

Additional Effects Difficulty


Cellular Control (Biomancy only): Targets affected by the power are immune to the
+d
effects of poisons, and can survive without oxygen with no ill-effects.
Haste: Targets affected by the power can always perform a second maneuver during their
+d
turn without spending strain (they may still only perform two maneuevers a turn).
Inhuman Fortitude (Biomancy only): The target increases their wound threshold by a
+d
value equal to the character’s ranks in Discipline for the duration of the power.
Know No Fear (Telepathy only): Targets affected by the power ignore the negative effects
+d
of fear.
Mind Over Matter (Telepathy Only): Targets affected by the power ignore up to bb
on tests imposed by environmental effects. They still suffer any physical effects, such as +d
wounds or strain.
Range: Increase the range of this power by one range band. This may be added multiple
+d
times, increasing the range band each time.
Seething Rage (Telepathy only): The target adds damage equal to the character’s ranks
in Discipline to unarmed combat checks, and their Critical Rating for unarmed combat +d
becomes 3.
Swift: Targets affected by the power ignore the effects of difficult terrain and cannot be
+d
immoblized.
Additional Target: The power affects two additional targets within range. In addition,
after manifesting the power, you may spend a to affect one additional target within range +dd
of the power (and may trigger this multiple times, spending a each time).

81
Chapter V - Psychic Powers Augury
Concentration: Yes (Only for farsight effects)
Disciplines: Divination
Diviners are gifted with blessed sight, able to delve into the past, present and future to unlock
hidden truths. The psyker selects one target they are engaged with (which can be themselves)
and makes make an Average (dd) Divination check to be granted a beneficial vision, adding
bb to the target’s next skill check. A character may not be affected by more than one Augury
power at the same time. Before making an Augury check, choose any number of additional
effects listed on the table below. Augury can’t typically be used during structured time; it takes
at least several minutes of focus, if not hours.

Additional Effects Difficulty


Clairvoyance: The target gains bb that can be used on any single skill check they make
within the next day. In addition, you may spend aa to add bb to one additional skill +d
check the target makes (and may trigger this multiple times, spending aa each time).
Dowsing: The psyker senses the direction of a creature or object within one kilometre. If
the object is in motion, the target senses the direction it is moving. The power can locate a
specific object or person if the target has seen it within short range once. In addition, after +d
manifesting the power, you may spend aa to extend the range at which the target can
sense a creature or object to three kilometres.
Farsight: The power creates a hazy image in the mind of the psyker and their target
showing a specific location or individual within one kilometre. Any creatures viewed in
+d
this way are filled with an overbearing sense of being watched, although they are unsure
how, or by who. You may spend aa to mitigate this effect.
Additional Target: The power affects two additional targets within range. In addition, after
manifesting the power, you may spend a to affect one additional target within range of the +dd
power (and may trigger this multiple times, spending a each time).
Extended Farsight: The power creates a hazy image in the mind of the psyker showing a
specific location or individual within ten kilometres. Any creatures viewed in this way are
+dd
filled with an overbearing sense of being watched, although they are unsure how, or by
who. You may spend aa to mitigate this effect.

82
Barrier
Concentration: Yes
Disciplines: Divination, Pyromancy, Telekinesis
Barrier powers typically focus on shielding allies or objects from attack. However, they can have
more narrative uses, protecting the user and their allies from hazards like falling debris and
toxic gases. Barrier powers use the rules for Barrier spells on page 216 of Genesys, replacing the
additional effects table with the one below.

• Divination barriers are not true barriers at all; they are instead the result of the psyker
sifting through the threads of fate and predicting where attacks will land before they’re
even made, manipulating the threads of fate to protect himself and his allies from harm.
• Pyromancy barriers involve erecting roaring walls of flame, burning away projectiles
and forcing opponents to leap back in fear of being immolated.
• Telekinesis barriers can be quite literal; domes of pure force for enemy blades to crash
against. Sometimes, a telekine’s barrier can involve them catching projectiles in mid air
and redirecting them back whence they came.

Additional Effects Difficulty


Additional Target: The power affects one additional targets within range. In addition,
after manifesting the power, you may spend a to affect one additional target within range +d
of the power (and may trigger this multiple times, spending a each time).
Range: Increase the range of this power by one range band. This may be added multiple
+d
times, increasing the range band each time.
Add Defense: Each affected target gains ranged and melee defense equal to your ranks in
+dd
Discipline.
Empowered: The barrier reduces damage equal to the number of uncancelled s instead
+dd
of the normal effect.
Flame Wall (Pyromancy only): If an opponent makes a melee attack against an affected
+dd
target, they suffer a hit dealing damage equal to the psyker’s Discipline.
Redirection (Telekinesis only): If an opponent makes a ranged attack against an affected
target and generates hhh or d on the check, after the check is resolved, they suffer a hit +dd
dealing damage equal to the total damage of the attack.

83
Chapter V - Psychic Powers Compel
Concentration: Yes
Disciplines: Telepathy
One of the most common uses of telepathy, the Compel power allows telepaths to manipulate
the thoughts of their targets, implanting emotions and forcing actions. The default difficulty of
the check is Easy (d), and can target any creature within short range. If the check is successful,
the target is filled with a moderate amount of an emotion of the caster’s choice for one round or
five minutes, and suffers 1 strain.

The caster may also use a Telepathy skill check in place of a Charm, Coercion, or Deception
skill check, but the default difficulty of the check is always one (d) higher than the equivalent
social check. Before making a Compel check, choose any number of additional effects listed on
the table below.

Additional Effects Difficulty


Additional Target: The power affects two additional targets within range. In addition,
after manifesting the power, you may spend a to affect one additional target within range +d
of the power (and may trigger this multiple times, spending a each time).
Intense Emotions: The target is filled with an overwhelming amount of a specific emotion
of the caster’s choice, such as anger, calm, disgust, fear, friendliness, or peace. In addition,
+d
after casting the power, you may spend a to increase the magnitude of the emotion (and
may trigger this multiple times, spending a each time).
Mind Scan: The psyker can retreive a specific fact or piece of information from the target’s
mind. The GM may increase the number of d for a particularly complex or well buried
+d
piece of information. After learning this information, you may spend aa to make the
target forget the information completely.
Range: Increase the range of this power by one range band. This may be added multiple
+d
times, increasing the range band each time.
Compulsion: The power targets any one target and if successful, the target is forced to
believe something untrue or assist the psyker and their allies on a task for one turn or five
minutes. The target is aware of all its actions and will not perform any action that might +dd
harm it or its direct allies. In addition, after casting the power, you may spend aa to
increase the length of the effect by one additional turn or five more minutes.
Distort Perceptions: The target perceives an object that isn’t there, or loses all awareness
of an object that is there. This affects all of the target’s senses. This illusory effect can create
+dd
or hide objects up to silhouette 2. You may spend aa spent to increase the silhouette by
one.
Modify Memory: The target completely forgets the last five minutes of its conscious exis-
tence. In addition, after manifesting the power, you may spend a to increase the length of
+dd
time forgotten by an additional five minutes, (and may trigger this multiple times, spend-
ing a each time).
Strength: Increase the amount of strain inflicted on the target by two. You may spend
aa spent to increase the strain inflicted by one, (and may trigger this multiple times, +dd
spending aa each time).
Dominate: The target obeys all commands given to it by the psyker for one round or for
five minutes. In addition, after casting the power, you may spend aaa to increase the +ddd
length of the effect by one additional turn or five more minutes.

84
Curse
Concentration: Yes
Disciplines: Divination, Pyromancy, Telepathy
A curse is any sort of psychic power which applies a negative effect to a character other than
raw damage. Curse powers use the rules for Curse spells on page 217 of Genesys, replacing the
additional effects table with the one below.

• Divination curses don’t truly inflict any actual maladies on their targets. Instead, the
diviner peers into the future, using their otherworldly perceptions to effortlessly thwart
their enemy’s actions. Particularly talented diviners manipulate the future, bringing severe
misfortune to their foes.
• Pyromancy curses represent some of the more controlled examples of pyromancy;
blinding flashes of flame and sweltering heat debilitate enemies.
• Telepathy curses also do not truly inflict any physical harm on their targets. Instead,
telepaths delve into the minds of their targets, creating distorted thoughts and perceptions
which impede their enemy’s ability to act. Sometimes, telepaths might even wrestle for
direct control of the target’s mind.

Additional Effects Difficulty


Enervate: If the target suffers strain for any reason, they suffer 1 additional strain. +d
Misfortune (Divination only): After the target makes a check, you may change one b to
+d
a face displaying a f.
Range: Increase the range of this power by one range band. This may be added multiple
+dd
times, increasing the range band each time.
Additional Target: The power affects one additional targets within range. In addition,
after manifesting the power, you may spend a to affect one additional target within range +dd
of the power (and may trigger this multiple times, spending a each time).
Blinded (Pyromancy and Telepathy only): The target is blinded for the duration of the
+dd
power, upgrading the difficulty of sight-based checks three times.
Crushing Fatigue (Pyromancy only): The target’s strain and wound thresholds are
reduced by an amount equal to the psyker’s ranks in Discipline. This effect may not be +dd
combined with the additional target effect.
Doom (Divination only): After the target makes a check, you may change one die in any
+dd
pool not displaying a t or d to a different face.
Terrify (Telepathy only): Whenever the target becomes engaged with a hostile character,
+dd
they must make a Hard (ddd) fear check.
Paralyzed (Pyromancy and Telepathy only): The target is staggered for the duration of
+ddd
the power. This effect may not be combined with the additional target effect.

Dispel
Concentration: No
Disciplines: All
All Disciplines have access to Dispel, however there is one limitation; each discipline can only
negate psychic effects created by the same discipline. Pyromancers douse the flames of another
pyromancer, telepaths undo the harmful manipulations of another telepath, et cetera. The
Dispel power follows the rules outlined on page 217 of Genesys.
85
Chapter V - Psychic Powers Heal
Concentration: No
Disciplines: Biomancy
Only biomancers can heal, manipulating the natural processes of the body to knit flesh and
expel toxins. The Heal power follows the rules outlined on page 217 of Genesys.

Manipulate
Concentration: No
Disciplines: Telekinesis
The telekine can call on his powers to reach out farther than his flesh can extend, distorting
reality to grasp objects with eldritch hands. The psyker selects one Silhouette 1 or smaller target
within short range, and makes an Easy (d) Telekinesis check. If the check is successful, the
psyker may move the target anywhere within range. Before making a Manipulate check, choose
any number of additional effects listed on the table below.

Additional Effects Difficulty


Additional Target: The power affects one additional target within range. In addition, after
manifesting the power, you may spend aa to affect one additional target within range of +d
the power (and may trigger this multiple times, spending aa each time).
Control: The psyker can use this power to affect objects which are secured in place or held
+d
in a character’s grasp.
Precision Telekinesis: The psyker can perform fine manipulation with this power,
+d
allowing him to do whatever he could with his hands to a held item.
Range: Increase the range of this power by one range band. This may be added multiple
+d
times, increasing the range band each time.
Strength: Increase the Silhouette the power can target once. This may be added multiple
+d
times, increasing the Silhouette each time.
Stasis: The target is held in place until the beginning of the psyker’s next turn, possibly in
mid-air. If the target is a character, they are Immobilized and receive b on all checks. You +dd
may spend aa to increase the duration of this effect by one round.
Enhanced Stasis: The target is frozen in place, utterly unable to move. If the target is a
character, they are unable to act until the beginning of the psyker’s next turn. You may +ddd
spend aaa to increase the duration of this effect by one round.

Utility
Concentration: Yes
Disciplines: All
Any discipline can be used to manifest utility powers,
although the nature of the manifestation changes
dramatically. Pyromancers might summon motes of
flame to light their way, and divination might be used to
read someone’s emotions. Utility powers can have a difficulty of Easy (d) or Average (dd),
depending on the nature of the effect the psyker is trying to achieve. Anything which would be
more difficult than this is beyond the scope of the Utility power.

86
Biomancy Perils of the Warp
d10 Effect
Warp Twitch: The psyker’s muscles spasm for a moment, rippling to unnatural extremes before settling back to
1 normal.
Stolen Breath: A hot, choking breeze billows forth as the air rips its way out of the psyker’s lungs. The psyker must
2-3 make an Average (dd) Resilience check; if he fails, he suffers 1 strain, plus an additional 1 strain for every f.
Ceaseless Rhythm: The psyker’s heartbeat is magnifed a thousandfold in his mind, thrumming tirelessly and
4-5 drowning out all other thought. The psyker cannot use psychic powers for 1 round, and he suffers 3 strain.
Ethereal Stench: The air around the psyker fills with a distracting aroma, which might be pleasant or noxious, but is
6-7 always overwhelming. Each character within short range (including the psyker) is disoriented for 1 round.
Trail of Blight: Plants around the psyker wither and die, writhing as if in agony for a moment before collapsing
8 into rotting piles. All plant life within medium range immediately perishes. The psyker must pass an Average (dd)
Discipline check or suffer 2 Corruption.
Spectral Rot: Food and drink within the nearby area spoils, and everyone’s stomach sours at the ensuing smell. Each
9 character within medium range (including the psyker) must pass an Average (dd) Resilience check or suffer 3 strain.
Ragged Spurs: The psyker’s bones rattle and shake as calcifed spurs erupt from them, tearing painfully into his flesh.
10-11 The psyker adds bb to all Willpower checks for the rest of the day, and suffers 5 strain. His unarmed attacks inflict an
additional 3 damage for the duration of the encounter.
Sanguine Corruption: The psyker disgorges gouts of crimson blood discoloured with metallic streaks. It flows down
his body and covers everything within the engaged range band. The psyker must make a Hard (ddd) Resilience test
12 or suffer 3 Corruption as his flesh warps and twitches. Any other character who touches the blood must make a Hard
(ddd) Resilience test or suffer 3 Corruption.
Localised Ageing: As his power runs out of control, one of the psyker’s limbs temporarily becomes wizened and
13 bent, as though aged decades in a single moment. One of the psyker’s limbs suffers the maimed critical injury for the
duration of the encounter.
All is Rust: Vital energy rushes forth from the psyker in great gouts, spilling invisibly around him and accelerating
14 catalytic processes. This decay is impossibly voracious, corroding inorganic objects nearby. All items within short
range suffer one level of damage.
Infectious Strength: For the next 3 rounds, characters in medium range of the psyker (including the psyker) deal an
15 additional 3 damage with melee attacks. When a character inflicts damage with a melee attack in this area, he suffers 1
Corruption.
Vile Phlegm: The psyker’s pores begin to exude a viscous mucus that bubbles and twists with tiny, mocking faces
16 even as it sears his flesh. The psyker reduces his Brawn by 1 for the rest of the day and must make a Hard (ddd)
Resilience test or suffer 3 Corruption.
Vital Drain: As the Warp lashes back upon him, the psyker instinctively siphons the vitality of the nearest living thing.
The psyker makes an Opposed Discipline vs Resilience check against the nearest character within medium range. If
17 the psyker succeeds, the character suffers 10 wounds and the psyker recovers 10 wounds, and suffers 3 Corruption. If
there are no characters within range, the psyker suffers one critical injury, adding 20 to the result.
Choleric Outburst: The psyker enters a sightless rage, coppery sweat pouring from his body and a howl of fury upon
his lips. His muscles swell and bulge, and he instantly lashes out with all his unnatural might at those unfortunate
18 enough to be within the range of his distended limbs. The psyker reduces his Brawn by 1 for the rest of the day and
gains 3 Corruption. Each other character within engaged range must pass an Average (dd) Coordination check or
suffer 10 damage.
19-20 The Flesh Rebels: The psyker gains the Horrific Injury critical injury and suffers 8 wounds, bypassing Soak.
Shaper’s Melancholy: Black slime pours from the psyker’s eyes and mouth as the twisted desire to work dark deeds
upon his body overcomes him, distorting and shifting his flesh. He is Staggered and Immobilised for 3 rounds, reduces
21 his Willpower by one for the rest if the day, and suffers 5 Corruption. Any malignancies generated by this Corruption
gain add +10. If questioned, he has no memory of why he performed this act.
Warp Spasm: The psyker’s flesh torques painfully, his countenance and his musculature wracked by unbridled fury.
22-23 The psyker gains the Frenzied condition until the end of the encounter. When it ends, he suffers 5 strain and must pass
an Average (dd) Discipline check or develop a mental trauma.
Warp Regression: The psyker’s form is invigorated, and his appearance shifts like wax, as years fall from his face in a
matter of moments. However, with this outward boon comes internal rot. The psyker gains a bb bonus to Charm,
24 Deception and Negotiate tests for the remainder of the session. The next day, the psyker reduces his Wits by 1 for the
next entire day and gains 5 Corruption.
Unspeakable Hunger: The psyker is overcome with an unnatural hunger, craving flesh. If he goes for a week or
25 more without consuming raw, fresh flesh, he adds bb to all skill checks until the craving is satisfied. If this effect is
triggered a second time, the nearest living creature is struck with the affliction instead.
Lifedrinker Curse: The psyker makes an opposed Resilience test against the three nearest characters within long
range. Each affected character who loses the opposed test suffers one critical injury with 20 added to the roll. The
26 psyker heals that many critical injuries that he is currently suffering, but suffers 3 Corruption for each one he heals this
way. If there are no characters within range, the psyker suffers a critical injury himself, adding 40 to the result.
Permanent Mutation: The psyker’s flesh begins to shape itself, recoiling against his will and settling into a new and
27 terrible form. The psyker rolls on the mutation table, and gains a trauma. The psyker’s Presence characteristic is
permanently reduced by 1.
Cursed Appendage: The psyker shrieks in horror as one of his limbs explodes in a splatter of gore. He suffers the
28 Maimed critical injury for a randomly chosen limb and suffers 8 wounds. His Agility characteristic is permanently
reduced by 1.
Biological Collapse: The psyker suffers five critical injuries in a row, applying the cumulative critical injury penalties
29 to the rolls as usual, and adds an additional +20 modifier. If the same critical injury is rolled twice, re-roll it. Should he
survive this gruesome mishap, the psyker’s Brawn characteristic is permanently reduced by 1.
Chaos Spawn: The psyker’s body explodes in a mass of writhing tentacles and dripping ichor. He is instantly lost to the
30+ Warp, replaced with a Chaos spawn that promptly tries to devour his erstwhile comrades

87
Chapter V - Psychic Powers Divination Perils of the Warp
d10 Effect
Dark Foreboding: A faint, chilling breeze whispers past the psyker and those near him, and everyone shudders as they
1
know somewhere else in the galaxy, something too terrible to fully contemplate has just occurred.
Spinechill: Animals within short range of the psyker become spooked for 3 rounds. If a character uses a psychic power
2-3
in the affected area during that time, they trigger a Perils of the Warp result regardless of the check’s result.
Inscrutable Omen: The psyker notices a pattern of shadow, a drifting smog cloud, or some other mundane effect
4-5 in the exact shape of a sign of inevitable doom. If they attempt to point this sign out to anyone else, it vanishes. The
psyker is Staggered for 1 round and must make an Easy (d) fear check.
Nightmare Sign: The psyker is wracked by a dread vision. The psyker must immediately make a Hard (ddd)
6-7 Perception check; if successful, the psyker receives foreknowledge of an event to come and adds b to his next check
this encounter. If he fails, he is overwhelmed by the horrible vision, and must make an Average (dd) fear check.
Swallowed by Darkness: Shadows surge forth and devour the psyker’s vision temporarily, leaving them sightless for a
8
moment. The psyker is blinded for 3 rounds and must make an Easy (d) fear check.
Bloody Tears: For 5 rounds, trails of dripping crimson weep from statues, stones, and trees within medium range of
9-10 where the psyker received this result. If a character uses a psychic power within the affected area during that time, they
trigger a Perils of the Warp result regardless of the test’s result, adding 2 to the result.
Distorted Reflection: All mirrors and reflective surfaces within short range of the psyker display him as an eldritch
11 terror whenever he peers into them. The psyker must make an Easy (d) fear check every time he sees his twisted
reflection until the end of the session.
Weapon Jinx: With an ominous set of clicks, the interior mechanisms of all firearms are upset by the Warp’s caprices.
12-13
For the next 3 rounds, ranged weapons in short range of the psyker take one level of damage on any failed attack check.
Ætheric Synesthesia: The psyker’s senses become scrambled; they hear battlefield cacophonies as a splatter of
14 shuddering colours and feels the stench of the Warp crawling under their eyeballs. The psyker upgrades the difficulty
of all Perception checks twice for the next 24 hours, and must make an Average (dd) fear check.
Obsessive Fear: The psyker perceives countless tiny, daemonic hands tugging at his skin and comes to believe that
without a constant repetition of a minor, meaningless ritual, his very soul will be dragged screaming into the Warp. For
15-16
10 rounds, the psyker must spend a maneuver on each of his turns satisfying this minor compulsion or suffer 3 strain
at the end of that turn. If this strain causes the psyker to become incapacitated, he automatically gains a mental trauma.
The Tarot Shuffles!: The psyker watches the skeins of fate unweave themselves before winding into a new pattern. For
17-18 the next 5 rounds, fate twists within extreme range of where the psyker received this result. Within the affected area, all
effects that would grant b instead grant b, and vice versa.
There Lurks Despair: The psyker spots the portent of his final doom! Choose an inanimate object within long range;
19-20 until the end of the encounter, whenever the psyker moves toward the object, he must make an Average (dd) fear
check.
Rain of Blood: The heavens tear open and blood pours forth. Until the end of the encounter, blood falls from the skies
within medium range of where the psyker received this result, adding b to all tests made in the affected area. If a
21-22
psyker uses a psychic power within the affected area during that time, he triggers a Perils of the Warp result regardless
of the test’s result, adding 5 to the result.
Irrepressible Fear: A dark sign briefly burns its way into being upon the psyker’s brow, and primal instinct clutches
23 at the minds of everyone around him. The psyker gains the Fearsome 4 talent until the end of the encounter, and
everyone within long range of the psyker must make a Hard (ddd) fear check.
The Gibbering: The psyker’s speech is corrupted and fraught with foul blasphemies. Until the end of the encounter, at
24 the end of each of his turns in which the psyker spoke or used a psychic power, each other character who can hear him
suffers 1 Corruption and must make a Daunting (dddd) Discipline check or be Disoriented for one round.
Catastrophic Hex: The psyker suddenly realises that he has made a hideous miscalculation in his divinations, but does
25 not know when or where. For the next 10 rounds, all ranged weapons within long range of the psyker automatically
suffer two levels of damage on any failed ballistic skill test. Explosives that fail in this way instantly explode.
Vicious Loathing: Hatred wells up in the minds of all around the psyker, and each person independently draws the
conclusion that the psyker is at fault for all of their current problems. All other characters within medium range must
26 make an Average (dd) Discipline check. Any character who fails this check gains the Frenzied condition and must
attempt to beat the psyker to death (or at least into submission) for a number of rounds equal to their number of f on
the test.
Damning Spot: The psyker sees a seething Warp-stain on his arm, a mark of irrefutable damnation, and attempts to
part himself from this curse—violently. He must make a Hard (ddd) Perception check to pinpoint the maddening
27
illusion. If he succeeds, he must choose either to suffer a mental trauma or to hack off the “affected” flesh, suffering 10
points of damage. If he fails, he suffers both effects.
Struck Blind: The psyker’s eyes fall upon the visage of a Daemon within the Warp and are blasted from his head,
28
leaving only seared flesh-pits. The psyker suffers the blinded critical injury, 4 Corruption, and a mental trauma.
Horrendous Knowledge: The true name of a Daemon springs fully-formed into the mind of the psyker. The psyker
suffers a mental trauma and 6 Corruption, and must immediately make a Daunting (dddd) Discipline check. If he
29 fails, he becomes Staggered and Immobilized for 5 rounds, during which time he ceaselessly chants the name. At the
end of each of the psyker’s turns spent this way, each character who heard his infernal chanting suffers 3 Corruption
and makes an Easy (d) fear check.
Beyond the Veil of Sanity: The psyker sees into the root of the universe itself, beholding the hideous truth hiding
behind sanity-preserving lies such as time and reason. The psyker goes irrevocably mad, and begins to endlessly babble
30+
a horrid torrent of words. Any character who can hear the psyker’s reality-shattering truths must make a Hard (ddd)
fear check at the beginning of each round until the psyker is silenced.

88
Pyromancy Perils of the Warp
d10 Effect
Cinderflare: Sparks snap into existence within short range around the psyker, setting everyone’s hair on end (and
1 possibly on fire for a brief moment) and leaving sooty ashes on clothes, furniture, and nearby objects.
Hungering Sparks: Seeds of flame drift from the psyker’s hands, eyes, or mouth, seeking a surface on which to take
2-3 root. Each character within short range of the psyker (including the psyker) must pass an Easy (d) Coordination
check or suffer 5 points of damage.
Warp Static: The air around the psyker crackles with writhing energy that threatens to combust at any moment. They
4-5 psyker adds +1 to the result of his rolls on Perils of the Warp tables until the end of the encounter.
Hoarfrost: The psyker pulls all ambient heat in the area into his body, causing the temperature to plummet, and
6 coating everything within the area in ice. The area within short range of the psyker becomes difficult terrain for 3
rounds.
Darkness of the Soul: All sources of light within short range of the psyker suddenly vanish. This area is filled with
disturbing blackness for 4 rounds. Any character who enters this area must make an Average (dd) fear check. Any
7 character inside this area when the light returns (or who leaves it) must make an Average (dd) Resilience check or
be blinded for one round. Any attacks targeting someone inside this blackness add bbb
Leaping Flames: Fire dances forth from the psyker’s hands, spilling out of control and igniting anything or anyone
8-9 flammable. Each character within short range of the psyker (including the psyker himself) must make a Hard (ddd)
Coordination check or ignite, suffering 6 damage with Burn 3.
Crackling Energy: A thunderhead of Warp energy rages around the psyker, warning those nearby of the coming
10- storm. The psyker must make a Hard (ddd) Discipline check. If he succeeds, add +2 to the result of the psyker’s
11 further rolls any Perils of the Warp tables until the end of the encounter. If he fails, add +3 to his rolls on these tables
until the end of the encounter instead.
12- Mind Sear: Scorching fire bursts from the psyker’s skull, creating a blazing pillar that spouts from his head. The
13 psyker suffers a mental trauma.
Foul Soot: Where the psyker treads, a dread pall of ash follows. Until the end of the encounter, whenever a character
14 within medium range of the psyker suffers damage due to the Burn quality, that character suffers 1 Corruption.
15- Warp Burn: The psyker ignites and suffers 6 damage with Burn 3. Each other character within medium range of the
16 psyker must make a Hard (ddd) Coordination check or catch fire as well, suffering the same damage and Burn.
Voracious Tongues of Fire: Blazes of hungering fire flare around the psyker. Until the end of the encounter, when a
17 character within medium range of the psyker (including the psyker) fails an Agility test with three or more f, they
suffer 6 damage with Burn 3.
Greedy Warpfire: Flames around the psyker begin to burn darkly, blazing with the wicked radiance of the Warp.
18- These fires become even more avaricious than normal, seeing to consume all life as they burn the world to ash. Until
19 the end of the encounter, whenever a character within medium range of the psyker suffers heat based damage (such as
las, plasma or flamer damage), they ignite as if the weapon had Burn 2.
Warp Smoke: Foul smoke billows forth from the psyker and anything he has set ablaze in that encounter, choking
20 anyone who inhales it. Each character within medium range of the psyker adds bb to all Agility checks for the next
24 hours, and gains 1 Corruption.
Chill of the Grave: A deathly chill falls over the area, freezing liquids, turning vapour to frost, and assailing the lungs
of all. The area within medium range of the psyker becomes difficult terrain for 5 rounds. Whenever a character takes
21 an action within this area during this time, he suffers 3 strain and adds b to all Agility checks for the duration of the
encounter. The b to Agility checks is cumulative, to a total of bbb.
Cinderstorm: Burning particles fall from the psyker, leaving a wake of fire wherever he treads as a portent of fiery
22 doom. Add +5 to the result of the psyker’s further rolls on Perils of the Warp tables until the end of the encounter.
Soul Sear: Blistering Warp energy shoots from the skies in a piercing pillar. Each character within short range of the
23 psyker (including the psyker himself) must make a Daunting (dddd) Coordination check or suffer 12 damage.
Fires of Madness: The flames around the psyker take on a blueish hue, burning flesh and leaving madness behind in
its place. Until the end of the encounter, whenever a character within short range of the psyker suffers damage due to
24 the Burn quality, they must make an Average (dd) fear check. If a character suffers a new mental trauma as a result
of this fear, it manifests as a phobia of fire.
Cackling Balefire: Orbs of ghostly flame burst into existence around the psyker, their mocking mouths dripping fiery
25- trails as they follow him. The psyker upgrades the difficulty of Stealth checks twice until the end of the encounter. Add
26 +7 to the result of the psyker’s future rolls Perils of the Warp tables until the end of the encounter.
Daemonic Flames: Daemonic faces form within the psyker’s fire, racing forth to sear the souls of those nearby.
27 Each character within long range of the psyker (including the psyker) suffers 7 damage with Burn 3, and suffers 3
Corruption.
Cataclysmic Blast: The psyker explodes, a wall of flame rushing out from him and searing all it touches. Each
character within short range of the psyker (including the psyker himself) suffers 15 energy damage and is knocked
28 Prone. The psyker’s equipment is also destroyed, the scraps of his armour and other items raining down in blazing bits
around him.
Powder Keg: The psyker instantly combusts, his mind straining with all its might to contain the power trapped with-
29 in. Lightning roils around him as the tempest mounts. The psyker ignites, suffering 8 damage with Burn 4. Add +10 to
the result of the psyker’s further rolls Perils of the Warp tables until the end of the encounter.
Soul Pyre: Spectral flames shoot forth from the target’s eyes and mouth, consuming him from within as his very
soul burns away. The psyker is instantly and definitively annihilated, but the ball of fire continues to grow into what
30+ seems a small sun, rapidly expanding and carbonising anything it swallows. All terrain is incinerated, leaving behind a
smoking pit filled with molten slag. Each character within long range suffers 12 wounds, ignoring soak.

89
Chapter V - Psychic Powers Telekinesis Perils of the Warp
d10 Effect
Haunting Breeze: A light wind whips within short range around the around the psyker, hurling light objects such as
1 leaves and sheets of paper into the air and causing the clothes and hair of everyone around him to billow dramatically
The Earth Protests: The ground beneath the psyker’s feet grows quarrelsome, rattling all who have the audacity to
2-3 stand upon it. Each character within short range (including the psyker) must make an Easy (d) Coordination check
or be Immobilised for one round.
Warp Tempo: Time around the psyker begins fluctuating inconsistently, stagnating in some places and accelerating in
4-5 others. Each character within short range (including the psyker) must make an Average (dd) Perception check to
adjust to the unnatural pace. Each character who succeeds gains a +2 defence for the next three rounds.
Spatial Lurch: The world seems to stretch for a several seconds as if made of an elastic substance before hurling
6-7 individuals and unsecured objects into new locations at a dizzying velocity. Each character within engaged range
(including the psyker) is hurled in a random direction short range away, determined by the GM.
Falling Upwards: Gravity lapses, and people and objects tumble skyward. Each character within short range
8-9 (including the psyker) is immediately hurled several metres into the air before crashing back to earth with a crunch
and taking 5 points of damage and 5 points of strain (this does not bypass soak).
Mind Maze: Until the end of the encounter, the psyker’s imagined mindscape spills over into reality, and walls of force
10 solidify within short range around him. The psyker suffers 6 strain. Until the end of the encounter, this area counts as
difficult terrain and provides +1 defense worth of cover to anyone within.
Shearing Thoughts: Invisible blades hack into anyone near the psyker, slicing apart bodies as he looks on in horror
11-12 (or possibly manic glee). Each other character within short range of the psyker suffers 5 damage that ignores soak. The
psyker suffers 1 corruption for each character he wounds this way.
Tech Scorn: With a crackle of static, the psyker’s mental disruption causes all machine-spirits to flee the area. Complex
13-14 machines within short range shut down and take one step of damage. Each character with one or more cybernetic
replacements or implants suffers 5 strain that ignores soak. Weapons in the area suffer one step of damage.
Psychic Mirror: The psyker’s power twists, mercilessly assailing him instead of his intended target. Its effects resolve as
15-16 normal, but target the psyker himself instead of his original target. If the power is beneficial, it inflicts 10 damage that
ignores soak instead of granting its normal effect.
The Furies: The psyker’s unchecked emotions roil into existence in the form of a clawed hand that grasps a randomly
17 chosen being within engaged range of the psyker (potentially including the psyker) and slams it against the ground.
The target suffers 15 damage and is disoriented for two rounds. If the psyker is not the target, he suffers 3 Corruption.
Banshee Shriek: The psyker looses an unearthly wail that cracks mirrors, pierces eardrums, and chills the soul. Each
18-19 other character within short range must pass a Hard (ddd) Resilience check or be disoriented for 3 rounds and
suffer 8 strain.
Ethereal Storm: Bolts of mind-force fly from the psyker’s head. Each other character within short range suffers 8
20 damage and is knocked prone. The psyker suffers 2 Corruption for each character he wounds this way
Forceful Impact: A large object in the area (or a chunk of a large object) hovers high into the air. After two rounds
21-22 have passed, any check which generates hhh causes the object to come hurtling down, striking the character and
anyone engaged with them for 15 damage unless they pass a Hard (ddd) Coordination check.
Shadow Killer: The psyker’s shadow wells up, rising off the ground into an orb of darkness that cracks like an egg.
An eerily familiar figure slides forth from the oozing umbra, screaming curses upon the psyker for some unidentified
misdeed or betrayal. The shadow has the profile of one randomly chosen character within medium range of the psyker
23 (potentially including the psyker himself) and takes its turn immediately after the psyker, making every effort to kill
him. The figure vanishes after 7 rounds or when slain; if it kills the psyker, it gloats over his corpse for the remainder of
its time.
Chronological Incontinence: Inky hands reach through a seam in reality, grabbing a randomly chosen character
(potentially including the psyker) within medium range and pulling them into a prison of time outside of reality for
24 5 rounds. When he returns, he has aged 10 years, suffers 6 Corruption, and remembers being somewhere that he
steadfastly refuses to discuss.
Mass Reflection: The psyker attempts to stammer out a word of warning as he feels his power rebel. Bolts of energy
fly from his mind, striking everyone except the individual he intended to affect. The power’s effects resolve as normal,
25 but affects all targets within short range of the psyker (including himself) except for his original target. If the power is
beneficial, it deals 10 damage that ignores soak instead of granting its normal effect.
Mind Realm: The psyker instinctively reshapes the world around him to match his imagined mindscape. The
aesthetics depend on the individual and his mood, but medium range around the psyker becomes difficult terrain to
26 all other characters. Each other character must make a Hard (ddd) Discipline check upon entering this area or
suffer a mental trauma.
Gravity Unbound: The bonds of earth are severed with a jolt, and gravity within long range reverses for 5 rounds. All
creatures and unattended objects lift off the ground, floating upwards slowly. All tests made during this period add
27-28 bbb. At the end of this time, reality reasserts itself and everything comes crashing down. Characters who fall this
way suffer falling damage as normal, treated as falling Medium range unless they did something to prevent themselves
floating upwards.
Brain Lightning: A blast of psychic energy rips its way out of the psyker’s skull. The psyker is Staggered and
Immobilised for 5 rounds and reduces his Intellect by 1 permanently. The nearest character within short range must
29 make a Hard (ddd) Discipline check or suffer 15 damage. If a character fails this test, the psychic arc continues on
to the next character within short range who has not already suffered the attack.
Warp Rift: A point of fathomless darkness appears in the psyker’s forehead, rapidly expanding until it opens into a
full fledged portal to the Immaterium. The psyker is Staggered and Immobilized for 6 rounds. Until the rift is closed
30+ (almost invariably through the psyker’s death), 10 Chaos Furies or other appropriate Daemons rip their way into
reality via his mental causeway at the beginning of each of his turns and set about wreaking destruction on anyone
nearby.

90
Telepathy Perils of the Warp
d10 Effect
Memory Worm: Everyone within short range of the psyker (including the psyker) forgets something trivial, such as
1 the name of a brief acquaintance, the scent of a particular place, or an exact schedule of a transit post
Fleeting Shadows: The psyker subconsciously projects flitting shades in the corners of the eyes of all around him. Each
2-3 other character within short range suffers 3 strain from the distraction of these ill-defined shapes.
Truths Untold: The psyker learns a horrible secret about a randomly chosen character within medium range and
suffers 3 strain. Further, that character becomes aware of the psyker’s intrusion, and knows what the psyker has
4-5 learned. If there are no other characters within long range, the psyker instead learns a horrible secret about himself
and suffers 2 Corruption instead.
Synaptic Overload: The psyker’s mind begins to scour the brains of everyone around him, causing synapses to misfire
6 and burn out. For the next 5 rounds, whenever the psyker uses a Telepathy psychic power to communicate with or
affect another character, hhh causes that character to suffer 5 strain, and develop a mental trauma.
Gullibility: The psyker’s power backfires, causing him to become extremely susceptible to suggestion by others. For
7 the next 5 hours, the psyker adds bb to all Presence checks and adds bbb to all opposed social interaction checks.
Psychic Chains: The psyker’s mind becomes bound to all nearby, unable to shut out their emotional suffering. Until
the end of the encounter, whenever any other character within short range of the psyker is forced to make a Fear
8-9 check, the Psyker must make the same fear check. If the psyker would already be forced to make the same fear check,
he instead upgrades the difficulty twice. In addition, if a character within short range suffers strain, voluntarily or
otherwise, the Psyker suffers half that amount (rounding up).
Lost in Thoughts: Ambient thoughts wash over the psyker, flooding him with unwanted insight. The psyker learns
10-11 what each person within short range is currently thinking and suffers 2 strain for each mind he reads this way. If this
causes him to become incapacitated due to excess strain, he develops a mental trauma.
Chorus of the Dying: The ghosts of the fallen assemble before the psyker, wailing and gnashing their teeth in an
12-13 escalating dirge. Until the end of the encounter, whenever a character dies within long range of the psyker, the psyker
must make an Average (dd) fear check.
Psychic Cage: The psyker becomes locked in the prison of his mind, taking on the role of both zealous jailor and
penitent heretic. He must make a Hard (ddd) Charm or Negotiation check to appeal to his own better nature to
14-15 escape self-inflicted chastisement. If he fails, he is Staggered and Immobilized for a number of rounds equal to his
Willpower and develops a mental trauma.
Shared Delusion: The psyker falls prey to a mad delusion, behaving erratically. The psyker rolls on the Hallucinogenic
16-17 Effects Table (page 46). Each other character within short range must succed on a Hard (ddd) Discipline check
or suffer the same hallucination.
Droning Eternity: The psyker’s mind expands, briefly trying to process the untold billions of voices living, breathing,
18 and dying around him. The psyker suffers a mental trauma and 5 strain, and reduces his strain threshold by 5 for the
next five days.
Vice Versa: The psyker and a randomly chosen living being (which cannot be a Daemon, psychic blank, or other
“soulless” creature) in line of sight swap bodies for 5 rounds. Each one retains his Intellect, Cunning, Willpower and
Presence statistics, but uses the Brawn, Agility, and other characteristics of the new body. At the end of the effect, each
19-20 mind returns to its own body. Each character suffers 6 strain and feels uncomfortable looking the other in the eye for
several days. If either body is slain, the effect ends; the survivor returns to his body, suffering a mental trauma and 8
strain. If there are no living beings in range, the psyker falls unconscious for 5 rounds and suffers 4 corruption as his
mind wanders the Warp.
Out of Sight: Darkness swallows the psyker, pulling him into a shadowy realm for several terrifying moments. The
psyker becomes utterly invisible to all creatures for the next 10 rounds must make a Formidable (ddddd) fear
21-22 check. The psyker can still interact with the world while stuck in this shadowy realm, but is treated as Incorporeal
(page 106), and all Perils of the Warp caused during this period add +10 to their roll.
Daemonic Assassin: The psyker’s mental intrusion into the Immaterium provokes the wrath of the denizens within,
23 and a Chaos Fury or other appropriate Daemon blazes into existence to smite him. The Daemon acts immediately after
the psyker’s turn ends, focusing only on the psyker until either is slain and ignoring all others.
Memory Leech: Each other character within medium range of the psyker forgets a crucial fact (such as a pass-code,
24 the name of a dear friend, or what he was doing). The lost thoughts flood the psyker’s mind, and he suffers 3 strain for
each one he acquires. If this causes him to pass out due to strain, he develops a mental trauma.
Warp Whispers: Daemonic voices intone formless words into the ears of each other character within short range.
25 Each of these characters learns the psyker’s darkest secret, that which he most wishes to conceal. In addition, they
immediately make a Hard (ddd) fear check.
Descent into Darkness: The psyker and each character within short range become trapped within the psyker’s
mindscape. They are all Staggered and Immobilised until the effect is broken, but each character (other than the
psyker) may make a Daunting (dddd) Charm, Coercion, Deception, Negotiation or Leadership check on their
26 turn to try to threaten, cajole, or otherwise convince the spasming psyker to release them. Each time a character fails
this test, they suffer 2 strain for each f generated by the test. When a character succeeds on this test or if all other
trapped characters fail the test at least once, the effect ends and the trapped minds escape.
Out of Mind: Each other character within short range must make a Hard (ddd) Discipline check. Any character
27 who fails this test forgets everything they knows about the psyker and suffer 6 strain as the memories rip free from
their mind. If this renders them incapacitated due to strain, they develop mental trauma.
Ego Crisis: For 5 rounds, each living creature (including the psyker) within medium range temporarily swaps minds
with the nearest living creature in the same way as the “Vice Versa” result (chosen randomly if two or more creatures
28 are equidistant). If a mind cannot find an unoccupied body, that character falls Unconscious for 5 rounds and suffers 4
Corruption.
Dark Summoning: The psyker’s mind extends too far into the Immaterium, and something follows it as it returns to
the mortal realm. 4 Chaos Furies or other appropriate Daemons rip free of the psyker’s mind. They act immediately
29 once the psyker’s turn ends, each one attacking the closest foe. The psyker suffers 6 corruption and reduces his
Presence by 1 permanently.
Daemonhost: The psyker is permanently possessed, becoming a Daemonhost. He immediately rolls 3 times on the
Malignancy Table with a +15 modifer, gaining the The Warp Made Manifest result in addition to any other effects.
30+ This possession can be overt, with the new Daemonhost attacking his former comrades, or the Game Master and the
possessed psyker’s player can conspire to bring about the utter ruin of the other Acolytes through more subtle means.

91
Chapter VI - Chaos and Corruption Chapter VI - Corruption and Damnation
“Tzeentch, Slaanesh, Nurgle, Khorne, Malal; do you hear me? These
agents of the Corpse-Emperor mean nothing to me! I dedicate their deaths
to the True Gods!”
– Jonah Maerre, Arch-Heretic, Excommunicate Traitoris (KIA)

The corrupting taint of Chaos is ever-present in the galaxy, and


even agents of the Inquisition are not immune to its insidious touch.
Encounters with Daemons, dark rituals, and even the knowledge that such things are possible
are all paths to corruption. The swirling tempest of psychoactive energies and pseudo-matter
that makes up the fabric of Warp-space is more deadly than any radiation. It can instantly
destroy, but it can also effect hideous transformations on material, body, and mind, far beyond
anything found in a sane universe. To most, corruption is a doom to be avoided at all costs,
but some, once they find themselves walking the path to damnation, will seek to embrace the
darkness.

Corruption Threshold
Each character has a Corruption Threshold, a measure of how much exposure to Corruption
their soul can tolerate before the Warp leaves a mark on them. Acolytes who are strong of will
and faith can hold off the encroaching tide of corruption, but only for so long. An Acolyte’s
Corruption Threshold is equal to Willpower plus 10. For each malignancy the Acolyte suffers,
this threshold reduces by one.

92
Corrupting Influences
A variety of different encounters or events may trigger the accumulation of Corruption. The
magnitude of the event indicates how diffcult it is to shrug off the effects, as well as the potential
amount of Corruption that may be inflicted on the character’s soul. Each exposure to a source
of Corruption results in a Discipline check.

The difficulty of this Discipline check is determined by the severity of the exposure. Exposure
to a minor source of Corruption, such as hearing the blasphemous sermon of a cult leader, or
being exposed to a Chaos mutant might only require an Easy (d) check, while coming into
conflict with a Chaos Daemon might require a Daunting (dddd) check. Failure on this
roll always results in the Acolyte taking on Corruption, equal to the difficulty of the check
(for example, failing a Hard (ddd) check would cause the Acolyte to gain three points of
Corruption). Refer to the following table for suggestions on spending other symbols generated
on a Corruption check:

Cost Result Options


The character focuses, ignoring the distracting chaotic influences around them. The
a or t character receives a b on their next check.
The character recovers 1 strain.
The character’s strength of will acts as a bulwark against Chaos for his allies. The next
aa or t character to check against the same source of Corruption gains b on their check.
(Failure only) The character reduces the Corruption gained by 1, to a minimum of 1.
t
(Success only) The character reduces their current Corruption by 1.
Steeling their will against Chaos’ taint, the character automatically succeeds on all Cor-
tt ruption checks for the duration of the session.
The character receives a b on their next check, distracted by disturbing phenomena.
h or d
The character suffers 1 strain.
Stunned by the corrupt energy assailing their body and mind, the character is
hh or d immobilised for one round.
The character adds b to all checks for the remainder of the encounter as whispering
hhh or d voices cloud their senses.
d The character gains one extra point of Corruption.

Malignancy and Mutation


Once an Acolyte’s accumulated Corruption meets or exceeds their Corruption Threshold,
the Corruption has ravaged the character’s body and mind and manifests as a malignancy, a
sign of the Acolyte’s taint given corporeal form. To determine the nature of the malignancy,
make a d10 roll and refer to the malignancy table. For each point that an Acolyte’s Corruption
exceeds their threshold, add 1 to this roll. In addition, for each existing malignancy an Acolyte
possesses, add a d10 to the roll. Once a malignancy is gained, the Acolyte’s Corruption reduces
to 0, and their Corruption Threshold is permanently decreased by 1. If you roll a result you’ve
already obtained previously, simply re-roll.

Recovering from Corruption


Corruption’s taint on the soul is difficult to shake, distorting the mind and the body severely.

93
Chapter VI - Chaos and Corruption The measures an Acolyte can take to stave off Corruption only delay the inevitable, but it’s
better to try in vain than to allow Chaos to taint the soul freely. Acolytes fight off the taint of
Chaos by committing themselves to prayer, self-flagellation and other penitent practices. By
giving themselves over wholly to the Emperor’s light, oblivion might be staved off.

During periods of significant downtime, such as between missions, Acolytes may attempt to
reduce their Corruption. Roll a Discipline check, with one d added for every two malignancies
the Acolyte has suffered. Each uncancelled s and a on this roll reduce the Acolyte’s current
corruption by one. A t reduces it by two. Negative symbols have no impact on this roll other
than to cancel out successes and advantages.

Particularly exceptional deeds and circumstances can reduce a character’s corruption in


the line of duty. This should be rare, marking exceptional situations where the Emperor’s light
clearly shines upon the Acolyte. It is ultimately up to the GM which circumstances might result
in a corruption reduction, but the table on this page provides some suggestions.

Corruption Example Circumstances


Reduction
Defeating a lesser daemon or Chaos spawn.
1
Spending an hour in prayer at a shrine to the Emperor after an arduous holy pilgrimage.
Cleansing a den of Chaos mutants.
2
Successfully interrupting a ritual to bring a powerful daemon into the world.
3 Receiving the blessing of an Arch-Cardinal for a particularly difficult holy mission.
4 Coming into contact with a powerful, millenia old holy relic for the first time.
Being present during the manifestation of a Living Saint.
5
Defeating a greater daemon.

Falling to Chaos
The mind and the body can only withstand so much of Chaos’ taint before they undergo
dramatic changes, warped into foul imitations of the human they once were. If an Acolyte’s
number of accrued malignancies exceeds their Willpower + 3, their soul is damned. The
character immediately makes a Daunting (dddd) Discipline check. If successful, the
Acolyte ceases to be controlled by their player as their mind twists into a distorted shell of
what it once was, falling utterly to Chaos. The Acolyte may return as a future villain if their
companions don’t do their duty and cut them down before the taint can spread.

If a character fails the Discipline check, they are immediately transformed


into a Chaos Spawn as the energies of the Warp overtake
the Acolyte, consuming their soul and forming something
horrific from the remains. Characters who witness the
transformation must make a Daunting (dddd) fear
check. The gibbering, eldritch nightmare that was once the
Acolyte immediately lashes out against anyone it can find.

94
Malignancy Table
d10 Effect
Roll
Dark-hearted: This character becomes increasingly cruel, callous, and vindictive. All Charm and
1 Leadership checks made by the character add hh. When making a Deception or Coercion check, the
character may upgrade their dice pool once, at the cost of suffering 1 Corruption.
Distrustful: The character cannot conceal the distrust and antipathy he has for others. Upgrade the
difficulty of all social checks when dealing with strangers. When making a Vigilance or Perception check
2
when dealing with strangers, the character may upgrade their dice pool once, at the cost of suffering 1
Corruption. This may be done up to two times.
Shadowdweller: Light pains the character, echoing the growing stain on his soul. Add bb to all checks
made in an area of bright light unless the Acolyte shades his eyes somehow. The character can, at the cost of
3 suffering 1 Corruption, tap into this stain and receive the Dark-Sight trait for the duration of an encounter,
but they must not be wearing any protective gear around their eyes - which will show signs of corruption
while this power is in effect.
Irrational Nausea: The character feels sick at the sight, sound, or smell of something otherwise innocuous
(such as prayer books and holy items, bare flesh, human laughter, fresh food, etc.). When he encounters an
4 object of his revulsion he must make an Average (dd) Resilience check or add bb to all checks as long
as he remains in its presence. If the character successfully destroys, scares away or otherwise removes the
object of his revulsion, he may suffer 1 Corruption to upgrade the dice pool of his next check once.
Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never
seem to fully heal. Checks to remove critical injuries from this character have their difficulty increased
5 once. Once per session, the character may suffer Corruption equal to the severity of one of his critical
injuries, healing the injury instantly as pustule-covered flesh ripples over the point of injury before swiftly
disappearing.
Ill-fortuned: Chance seems to mock this Acolyte at the most crucial of opportunities. Whenever a t result
6 occurs on the Acolyte’s checks, roll a d10. On a roll of 7-10, the triumph’s special effects are ignored (it still
provides a s to the pool). The character may inflict this condition on anyone in their line of sight at the
cost of 2 Corruption, lasting until the end of the encounter.
Witch-Curse: A small stigmata in the shape of a maddening rune appears on this character’s body, marking
him as touched by Chaos. It is small, but perhaps enough to consign him to death if found out by a fanatical
7
witch hunter. The character may roll Utility psychic power checks using the Discipline skill, even if he is not
a Psyker. Every time he does this, he gains 3 Coruption.
Ashen Taste: Food and drink taste foul and provide little sustenance to the character, and he can barely
stomach eating. The character can no longer regain strain at the end of an encounter, but may instead suffer
8
Corruption to regain strain at the end of an encounter, regaining 3 points of strain for every 1 Corruption
suffered.
Bloodlust: Wrath wells up in this character, causing him to give in to savagery more and more. Once
this character has suffered wounds in a combat, he must succeed at a Hard (ddd) Cool check to allow
9 his enemies to flee, be captured, or incapacitated, rather than killing them outright, even if his intent
is otherwise. Once per encounter when making a melee attack check, suffer 2 Corruption to ignore an
enemy’s melee defense.
Deathsight: This character’s mind becomes warped, his eyes showing him countless possible annihilations
of anything or anyone he gazes upon for more than a few moments. d on a social or Perception check
10 may be spent to force the character to make a Hard (ddd) fear check as they’re bombared with visions
of death and brutality. Once per encounter, the character may increase the damage of a successful attack by
their ranks in Pereception, at the cost of 2 Corruption.
Curse of Decades: Lines crease this character’s skin and he takes on a wizened and increasingly bitter
appearance as his Corruption robs him of his youth with unnatural speed. The Acolyte’s body ages ten years
over the course of the following week, and his body grows weaker, while his mind wells with the wisdom
11
of age. Automatically upgrade the difficulty of all Brawn checks. In exchange for suffering 1 Corruption,
the character may upgrade the dice pool of any Smarts based check. This may be done up to two times per
check.
Malign Sight: The world seems to darken, tarnish, and rot if the character looks at anything too long.
Upgrade the difficulty of all sight-based Perception checks. In exchange for suffering 2 Corruption, the
12
character may damage any item he fixes his gaze on by one step, his corrupting vision leaking into reality.
This may be done multiple times.
Night Terrors: The character is plagued by daemonic visions in his sleep. A night’s rest only allows
the character to recover half their strain, rounding up. Once per encounter, the character may suffer 1
13
Corruption to upgrade the dice pool of any check they are making once, as the horrifying portents of their
dreams grant them increased insight.
Phantom Malady: An ineffable illness plagues this character, causing him to weep blood, wracking him
14 when he tries to sleep. When the character would suffer Strain (voluntarily or otherwise), increase the
amount suffered by 1.
Bestial Hide: The character’s skin becomes toughened with layers of thick scales or chitin, and they
increase their soak by 1. With great care, this mutation can be concealed, but such extensive measures to
15
hide bare skin can draw suspicion of their own. The character may willingly suffer 3 Corruption to increase
their soak by a further 1 for the duration of an encounter.

95
Chapter VI - Chaos and Corruption
d10 Effect
Roll
Twisted Compulsions: The character is prone to bouts of bizarre behaviour outside of their control, as if
some malign outside force were controlling them. Once per encounter, the GM may spend d on a test to
16
take control of the character for one round, causing them to act in unpredictable ways which undermine
the party’s goals. The character is fully aware during these episodes, but has no control over their actions.
Bone Blades: The character’s bones grow long, twisted spurs that sprout painfully from the flesh on the
character’s command. The character gains a Melee (Light) attack which deals +4 damage, with a crit rating
17 of 2. Any time the character attacks with this weapon, they suffer 3 wounds, ignoring soak. If the character
chooses to suffer 2 Corruption, they may reduce the weapon’s crit rating to 1 and add Vicious 4 for one
round.
Searing Blood: The character’s veins are filled with searing acids in place of blood, though somehow the
corrosive effects do not burn the character’s own flesh. Whenever the Acolyte suffers an Average (dd)
18
or worse critical injury, everyone within engaged range (except the character) takes 7 damage as the foul
liquid erupts.
Swollen Brute: The character becomes bloated, their muscles expanding and their form becomes excessively
corpulent or disturbingly muscular. The character’s Brawn counts as 1 higher for the purposes of determining
19 weapon damage and soak, but all Agility based checks receive b. In exchange for suffering 4 Corruption,
the character’s body can become further warped for a short time; increase their Brawn by 1 until the end of
the encounter.
Cannibalistic Urge: Blood and marrow become as wine and bread to this character, and normal food
no longer sates the hunger of their soul. The character can recover 5 wounds and 5 strain by consuming
20
human flesh. Each time they do so, they gain 2 corruption. If the character goes a week or more without
partaking this urge, their Strain Threshold is reduced by 3.
Razor Fangs: The character’s teeth grow long, turning into tearing fangs, horrifying anyone who catches a
glimpse of the Acolyte’s tainted maw. All social checks except Coercion upgrade their difficulty once. The
21
character may make biting attacks using Melee (Light) with the following profile; +3 damage, crit rating 2,
Pierce 2. If this attack causes a critical injury or a death, the character suffers 3 Corruption.
Pervasive Miasma: A drastic imbalance in the character’s humours brought about by prolonged exposure
to the energies of the Warp causes them to be surrounded by the creeping, noxious stench of brimstone
22 and corruption. The difficulty of Stealth and Charm tests is upgraded twice, but the difficulty of all Melee
attacks against the character is ugraded once. In addition, the character may willingly suffer 3 Corruption
to cause every character within medium range (excluding himself) to become Disoriented.
23 Wings: Massive feathered or leathery wings erupt from the character’s spine. The character can now fly.
Warp Gaze: Whatever the character looks upon burns with the fire of the Warp, and all who see their eyes
despair. The character gains a short range Ranged (Light) attack with the following profile: 9 damage, crit
24
rating 2, Blast 6. Each time this attack is used, the character gains 2 corruption. Characters struck by this
attack must make a Hard (ddd) fear check.
Cursed Fleshmetal: The character’s armour and cybernetic implants begin to slowly fuse with their flesh,
and even regenerate. This effect isn’t immediately obvious, requiring close examination, but is horrfying
to look upon when finally discovered. Removing any merged items requires an Average (dd) Medicine
25 check ; if the test fails, the character suffers 3 wounds that ignore soak. The character can make an Easy
(d) Resilience check to repair any items merged with their body by one step, or generate a magazine
of ammunition for their weapon of choice; this takes a maneuver. Doing so causes the Acolyte to gain 2
Corruption.
Corrupted Flesh: Instead of blood, when the character’s flesh is torn asunder, horrific insects, worms,
or flitting creatures spill forth. The first time this character suffers a critical injury in an encounter, all
26 characters within short range must roll an Average (dd) fear check as the insects spill forth. Whenever
the character suffers a critical injury, he may suffer 3 Corruption to change the result to any other result at
the same level of severity.
Unnatural Limbs: Twisted appendages (shriveled arms, hooked talons, or fleshy tendrils) emerge from
27 the character’s body, forming functional new limbs in exchange for a horrifying appearance. The character
gains either the Multiple Arms or Swift trait, chosen at random.
Warp Regeneration: Corruption seethes through the character’s flesh, sewing their body back together
time and time again. At the end of each encounter where the character was wounded, roll a Trivial (-)
28
Resilience check and recover one wound for each s, and one strain for each a. For each wound suffered
this way, the character suffers 1 Corruption. This Resilience check is not optional.
It Will Not Die!: The character is touched by the power of the Warp, and fortune twists to keep them alive
regardless of the terrible wounds they suffer, as if it is the will of some dark being that resides beyond the
29
veil of reality. Whenever the character would die, they instead narrowly survive, immediately gaining 6
Corruption.
The Warp Made Manifest: The character becomes a Daemon-like creature, capable of reshaping reality
itself at their whim. Anyone who gets a good look at the character can instantly tell they’re more than
human; telltale signs cover the body in ways that are difficult to conceal, and the creature that was once an
30
Acolyte extrudes a palpable aura of dread. They gain Daemonic 3, Fearsome 3, From Beyond and Warp
Instability. If the character is sent to the Warp due to the effects of Warp Instability, they are removed from
play, but may return to scorn the Acolyte Cell in future if the GM deems fit.

96
Chapter VII - Fear and Trauma
The nightmarish galaxy of Dark Heresy is inimical to humanity, and Acolytes must battle
against terrifying aliens, perversions of science, unholy entities from beyond the veil, and
innumerable other horrors in the course of their duties. The mere knowledge that such
things exist is deathly terrifying to the average citizen of the Imperium. In the course of their
investigations, Acolytes come face-to-face with horrific creatures and experience terrifying
events, from bloody mass sacrifices in the name of dark gods to impossible xenos monstrosities
from the darkest void. Overcoming their fear in order to fight on against such terrors can be
amongst the greatest challenges Acolytes must face.

Fear
When an Acolyte is confronted by a frightening event or adversary, they must make a fear
check; this is a Cool skill check, with its difficulty determined by how frightening the horror
he faces is. If the PC passes this test, then he continues to act as normal. If he fails, however, he
succumbs to his fear and adds b to each skill check he makes during the encounter. Refer to
the following table for suggestions on spending other symbols generated on a fear check:

Cost Result Options


Adrenaline Rush: The character adds b to the next check they make.
a or t Stand with Me (Success only): Any allied characters forced to make a fear check from the same
source add b to their check.
Fight or Flight: Perform an immediate free maneuever that may exceed the two maneuever per
aa or t turn limit. This is done before any effects from h or d take effect.
aaa or t Self Preservation: Gain +1 defense until the end of the character’s next turn.
Desensitized: The character automatically passes any further fear checks from the same source.
This cannot apply to the source of a character’s Fear motivation.
t
Recovery (Success only): The character reduces one mental trauma that has a severity level
either equal to or lesser than the difficulty of the fear check.
Righteous Fury: The character upgrades all attack checks against the source of the fear check
tt twice.
h or d Shock: The character suffers two strain. This may be selected multiple times.
Flee in Fear (Failure only): The character must spend their next turn doing nothing but flee-
ing the source of the fear check (this includes downgrading their actions to maneuvers to move
further away).
hh or d Debilitating Fear (Failure only): The character adds an additional b to each action they take
during the encounter.
Panicked: The character adds b to the next check they make.
Frozen in Terror (Failure only): The character is immobilized and staggered during their next
turn.
hhh or d
Taken off Guard: The character loses the benefit of their ranged and melee defense for one
round.
hhhhh Scattered: The character removes all b from skill checks until the end of the encounter.
or d Trauma (Failure only): The character develops a mental trauma.
Manic Frenzy: The character must spend each of their turns attempting to attack whatever living
target is closest to them, regardless of whether they are friend or foe. At the end of each turn,
the character may roll a Formidable (ddddd) Cool check to end this effect, decreasing the
dd difficulty once each round (to a minimum of Simple (-)).
Paralyzed by Fear (Failure Only): The character becomes immobilized, prone and staggered for
the next three rounds. After this period, they increase the difficulty of all checks once.

97
Chapter VII - Fear and Trauma Mental Trauma
Characters in Dark Heresy are at the centre of terrible events: battling indescribable horrors,
uncovering shocking truths, and engaging in desperate struggles where countless lives and
souls hang in the balance. Such are the stresses and terrors involved that the slow slide into
insanity is a constant threat. No human mind, not even one hardened by the harsh rigours
of life in the Imperium is immune to the slow erosion of sanity by the horrors of the 41st
Millennium, and Acolytes are no exception.

Whenever an Acolyte fails a fear check with d or hhhhh, they develop a mental
trauma. The severity of the character’s first mental trauma starts at Easy (d), and increases to
the next severity level each time a further mental trauma is developed.

Becoming incapacitated due to suffering excess strain can also result in a mental trauma
developing, at the GM’s discretion. This should only happen when the source of the strain is
particularly mentally stressful, such as the mind-altering effects of psychic phenomena.

The first time a character develops a mental trauma, the nature of their
trauma is chosen - this is some form of mental malady, such as a phobia
or a delusion. The GM has the final say in what trauma develops, but this
should be the subject of a conversation between player and GM, as it has
serious impacts on the character’s development.
This initial decision will stay with the character
for their entire life; further traumas suffered
simply increase the severity and
symptoms of the initial trauma,
making it harder and harder to
deal with.

Each level of trauma comes


with associated mechanical
impacts in addition to its narrative
implications. When determining
appropriate mechanical effects for a
trauma, use the example mental traumas
found between page 100 and page 103 as
a base; they help to indicate roughly how
severe the mechanical impacts should be
for each severity level. You can use these
examples directly if you like, but it’s often
best to come up with something tailored
to the individual character.

98
Recovery
Acolytes can recover from their mental traumas by staring fear unflinchingly in the face.
t on a successful fear check can be spent to remove one level of a mental trauma, so long as
the trauma’s severity level is equal to or lesser than the difficulty of the check. For example,
a successful Hard (ddd) fear check with t could be used to reduce an Easy (d), Average
(dd) or Hard (ddd) mental trauma by one level.

In addition, during periods of Example circumstance Modifier


Acolyte has access to counsel from a
substantial downtime (such as between Ministorum priest or similar support
b

missions) the GM may permit an Acolyte Downtime is spent on a garden world, pleasure
b
world or other calming surrounds
to attempt to recover from their trauma by Acolyte has access to professional medical care bb
dedicating time to rest and rehabilitation. Downtime is spent aboard a voidship bb
Acolyte is exposed to the source of their trauma
The Acolyte makes a Discipline check bb
or similar stimuli during downtime
with difficulty equal to the severity of Downtime is spent in a warzone, lawless Automatic
frontier world or other high stress environment failure
their mental trauma. On a success, the
trauma is reduced by one level. This check is modified by the circumstances in which it is
attempted; refer to the table for examples. Keep in mind that these circumstances will apply
to some characters differently; a Voidborn isn’t likely to be too stressed by spending time on a
voidship, for example. The GM should carefully consider appropriate modifiers to apply to the
recovery roll.

Going Insane
The mind can only withstand so much before breaking utterly. If a character suffers a
mental trauma and already has a Formidable (ddddd) trauma, the character is rendered
terminally insane. They are reduced into a permanent state of catatonia, or become a gibbering,
incomprehensible mess as their symptoms overwhelm them. The Acolyte is no longer able to
contribute to the group in any meaningful way, and is removed from play. After a significant
period of recovery, the GM may allow the character to return to play, with some (but not all) of
their trauma removed.

99
Chapter VII - Fear and Trauma Example Mental Trauma: Delusion of Invulnerability
Severity Impact on the character
The character believes that he will never get severely injured, possibly through luck, sheer fortitude or divine
Easy (d) providence.
The character must suffer 2 strain before he can attempt to flee from a combat or confrontation.
Increasingly becoming convinced of his inability to lose in a fight, the character finds it incredibly difficult to
Average peel himself away from combat.
(dd) The character must succeed on an an Average (dd) Discipline check and suffer 2 strain before he can attempt
to flee from a combat or confrontation. This can be attempted once per round.
Assured of his fortitude, the character balks at the idea of medical treatment even when his wounds are plain to
see.
Hard
(ddd) The character must succeed on an an Average (dd) Discipline check and suffer 2 strain before he can attempt
to flee from a combat or confrontation, or voluntarily accept medical care of any kind. This can be attempted
once per round, or once per encounter regarding medical care.
The character's delusion is spiralling out of control, reaching the point of insanity.
Daunting The character must succeed on an a Hard (ddd) Discipline check and suffer 3 strain before he can attempt to
(dddd) flee from a combat or confrontation, or voluntarily accept medical care of any kind. This can be attempted once
per round, or once per encounter regarding medical care.
Believing himself utterly invulnerable, the character has eschewed protective equipment entirely.
The character must succeed on an a Hard (ddd) Discipline check and suffer 3 strain before he can attempt to
Formidable flee from a combat or confrontation, or voluntarily accept medical care of any kind. This can be attempted once
(ddddd) per round, or once per encounter regarding medical care.
The character is no longer willing to equip any armour or force fields; he believes his invulnerable flesh is more
than adequate.

Example Mental Trauma: Morbid Fascination


Severity Impact on the character
The character has developed a deep obsession with a specific subject matter or task, such as polishing religious
effigies and icons, collecting bones, accumulating academic knowledge, or destroying reflective surfaces.
Easy (d) Whenever the opportunity to indulge his obsession arises, the character must suffer 2 strain to pull himself
away from the object of his fascination for the encounter. Until he does so, he dedicates all maneuvers and
actions to indulging his obsession, until satisfied (the time this takes depends on the circumstances, but should
be one round at least, as determined by the GM).
The obsession is slowly starting to consume the character's thoughts, and pulling himself away becomes that
much more difficult.
Average Whenever the opportunity to indulge his obsession arises, the character must succeed on an Average (dd)
(dd) Discipline check and suffer 2 strain to pull himself away from the object of his fascination for the encounter.
Until he does so, he dedicates all maneuvers and actions to indulging his obsession, until satisfied (the time this
takes depends on the circumstances, but should be one round at least, as determined by the GM). This may be
attempted once per round.
The character is utterly obsessed now, discarding all rational thought and sense of obligation to focus on his
morbid fascination.
Hard Whenever the opportunity to indulge his obsession arises, the character must succeed on a Hard (ddd)
(ddd) Discipline check and suffer 3 strain to pull himself away from the object of his fascination for the encounter.
Until he does so, he dedicates all maneuvers and actions to indulging his obsession, until satisfied (the time this
takes depends on the circumstances, but should be one round at least, as determined by the GM). This may be
attempted once per round.
Now the obsessive behaviour runs so deep that the character becomes stressed and wracked with anxiety
whenever he cannot indulge it.
Whenever the opportunity to indulge his obsession arises, the character must succeed on a Hard (ddd)
Daunting Discipline check and suffer 3 strain to pull himself away from the object of his fascination for the encounter.
Until he does so, he dedicates all maneuvers and actions to indulging his obsession, until satisfied (the time this
(dddd) takes depends on the circumstances, but should be one round at least, as determined by the GM). This may be
attempted once per round.
If the character goes one week or more without indulging his obsession, he adds bb to all skill checks until
the obsession is satisfied.
The obsession consumes all thought, sitting at the forefront of the character's mind at all times. He can pull
himself away, but only for a moment.
Whenever the opportunity to indulge his obsession arises, the character must succeed on a Hard (ddd)
Formidable Discipline check and suffer 2 strain to pull himself away from the object of his fascination at the start of each
(ddddd) round. If failed, he dedicates the entire round to indulging his obsession, until satisfied. This must be done at
the start of every round.
If the character goes one week or more without indulging his obsession, he adds bb to all skill checks until
the obsession is satisfied.

100
Example Mental Trauma: Night Terrors
Severity Impact on the character
The character suffers from vivid and recurring nightmares, like imagining the outcome of a failed Gellar Field,
or being vivisected by masked men while paralysed and helpless.
Easy (d)
At the start of each day, the character must make an Easy (d) Resilience check. If failed, the character reduces
their strain threshold by 1 for the rest of the day.
More and more, the dreams grow fatal; the character finds themselves experiencing their own death nearly
Average every evening before they awake for the morning. It’s a harrowing experience, sapping the energy from them.
(dd) At the start of each day, the character must make an Average (dd) Resilience check. If failed, the character
reduces their strain threshold by 2 for the rest of the day.
The horrifying dreams are causing insomnia now; the character lies awake at night, sleeping fitfully and in
Hard short, unpleasant bursts. The prospect of going to bed is growing increasingly unappealing.
(ddd) At the start of each day, the character must make an Hard (ddd) Resilience check. If failed, the character
reduces their strain threshold by 3 for the rest of the day.
At this point, the character has trouble keeping their eyes open during their day to day lives, the exhaustion
becoming overwhelming.
Daunting At the start of each day, the character must make a Hard (ddd) Resilience check. If failed, the character
(dddd) reduces their strain threshold by 3 for the rest of the day.
hhhh on any skill check the character performs may be spent to cause the character to nod off for a
moment, their exhaustion getting the better of them. They lose their free maneuver in the following turn.
It takes a tremendous force of will for the character to lay their head down to rest, and they walk like a zombie,
utterly drained of their energy due to the crippling sleep deprivation.
Formidable
The character’s strain threshold is halved, rounding up.
(ddddd)
hhhh on any skill check the character performs may be spent to cause the character to nod off for a
moment, their exhaustion getting the better of them. They lose their free maneuver in the following turn.

Example Mental Trauma: Self Mortification


Severity Impact on the character
The character feels the need to scourge and whip his flesh on a regular basis in order to purge away the sin of his
actions through pain.
Easy (d) hhhh on any skill check the character performs may be spent to cause the character to be gripped with
thoughts of his own sins. This adds b to all checks he performs for the remainder of the encounter, unless he
dedicates an action to inflicting pain on himself, suffering 1 wound.
The character’s obsession with self inflicted injury is becoming more pervasive; the behaviour is becoming hard
to hide, and compulsions of sin and guilt grip the character at the most inopportune moments.
Average
(dd) hhh on any skill check the character performs may be spent to cause the character to be gripped with
thoughts of his own sins. This adds b to all checks he performs for the remainder of the encounter, unless he
dedicates an action to inflicting pain on himself, suffering 1 wound.
At this point, it's getting harder and harder to hide the scars, and the character's obsession with self
mortification is far bypassing normal Imperial piety. At the same time, the severity of the wounds only grows
more intense, beginning to compromise the character's health.

Hard Unless the character makes efforts to effectively disguise his wounds, he adds b to all social interaction checks,
except for Coercion. This penalty does not apply when interacting with the truly faithful, such as members of
(ddd) the Ministorum clergy.
hhh on any skill check the character performs may be spent to cause the character to be gripped with
thoughts of his own sins. This adds bb to all checks he performs for the remainder of the encounter, unless
he dedicates an action to inflicting pain on himself, suffering 2 wounds.
The character's obsession with self-injury is becoming seriously hazardous to his health; gaping wounds in his
flesh make him weak on his feet and invite infection.
The character’s Wound Threshold is reduced by 2, and all Resilience checks to resist toxins or illness add b.
Daunting Unless the character makes efforts to effectively disguise his wounds, he adds bb to all social interaction
(dddd) checks, except for Coercion. This penalty does not apply when interacting with the truly faithful, such as
members of the Ministorum clergy.
hhh on any skill check the character performs may be spent to cause the character to be gripped with
thoughts of his own sins. This adds bb to all checks he performs for the remainder of the encounter, unless
he dedicates an action to inflicting pain on himself, suffering 3 wounds.
The character’s body is a latticework of scars, welts and freshly inflicted wounds. He shudders with every step,
his health spiraling downward as he dedicates himself further and further to purging all sin from his flesh.
The character’s Wound Threshold is reduced by 4, and all Resilience checks to resist toxins or illness add bb.
Formidable Unless the character makes efforts to effectively disguise his wounds, he adds bbb to all social interaction
(ddddd) checks, except for Coercion. This penalty does not apply when interacting with the truly faithful, such as
members of the Ministorum clergy.
hhh on any skill check the character performs may be spent to cause the character to be gripped with
thoughts of his own sins. This adds bbb to all checks he performs for the remainder of the encounter, unless

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he dedicates an action to inflicting pain on himself, suffering 3 wounds.
Chapter VII - Fear and Trauma Example Mental Trauma: Phobia
Severity Impact on the character
The character has developed a deep fear of a particular thing or circumstance. Visions of the character's phobia
haunt his dreams, and being forced to confront his fear to any serious extent can prove extremely stressful.
Easy (d)
If the character is forced to be exposed to the object of their phobia, or is exposed to it for a particularly long
period of time, they must make an Easy (d) fear check.
While previously the fear was easy to push to the back of the character's mind, now it's impossible to ignore,
and even harmless exposures to the feared stimuli cause terror to grip him.
Average
(dd) Any fear checks relating to the object of the character’s phobia have their difficulty upgraded once. If the
exposure to the phobia is minor enough to not typically warrant a fear check in the first place, an Easy (d) fear
check is performed anyway (this is still upgraded once).
The fear is becoming debilitating, now. Even when not exposed to the fearful stimuli, intrusive thoughts creep
into the character's mind.
Any fear checks relating to the object of the character’s phobia have their difficulty upgraded twice. If the
Hard exposure to the phobia is minor enough to not typically warrant a fear check in the first place, an Easy (d) fear
(ddd) check is performed anyway (this is still upgraded twice).
hhh on any skill check the character performs may be spent to cause the character to be distracted by
intrusive thoughts and visions of their phobia. This adds b to all checks they perform for the remainder of the
encounter.
The character can barely function in the presence of their fear now, and seems wracked with anxiety even in the
calmest of circumstances.
Any fear checks relating to the object of the character’s phobia have their difficulty upgraded three times. If the
Daunting exposure to the phobia is minor enough to not typically warrant a fear check in the first place, an Easy (d) fear
(dddd) check is performed anyway (this is still upgraded three times).
hhh on any skill check the character performs may be spent to cause the character to be distracted by
intrusive thoughts and visions of their phobia. This adds bb to all checks they perform for the remainder of
the encounter.
The character becomes totally useless in the face of their fear now, reduced to a sobbing, shivering mess.
Any fear checks relating to the object of the character’s phobia automatically fail. Simply roll all the d and c
Formidable from the check, and apply the effects of any resulting h or d, treating the check as a failure. The difficulty pool
of these checks is still upgraded three times, as per the Daunting severity trauma.
(ddddd)
hhh on any skill check the character performs may be spent to cause the character to be distracted by
intrusive thoughts and visions of their phobia. This adds bb to all checks they perform for the remainder of
the encounter.

Example Mental Trauma: Paranoia


Severity Impact on the character
The character’s paranoia is getting the better of them, and they find it difficult to fully trust others, always
watching their own back. The excessive paranoia makes it that much harder to pick out genuine deception and
Easy (d) threats, as well.
The character adds b to all Charm and Vigilance checks.
The character's skepticism and mistrust is starting to affect their ability to trust their comrades.
Average
Any Leadership rolls affecting the character (such as Inspiring Rhetoric checks) add b.
(dd)
The character adds b to all Charm and Vigilance checks.
Paranoia seeps through the character's every thought now, and they find it increasingly difficult to trust anyone,
stranger and friend alike.
Hard
(ddd) Any Leadership rolls affecting the character (such as Inspiring Rhetoric checks) add b.
The character adds bb to all Charm checks.
So consumed by paranoia, the character is no longer willing to even lend a helping hand to allies.
The character can no longer provide assistance on skill checks in any way. a and t results cannot be spent to
Daunting improve the dice pools of allies.
(dddd)
Any Leadership rolls affecting the character (such as Inspiring Rhetoric checks) add bb.
The character adds bb to all Charm checks.
The character is a distrusting, paranoid wreck now, utterly convinced that everyone is plotting against them.
The character can no longer provide assistance on skill checks in any way. a and t results cannot be spent
to improve the dice pools of allies. The character cannot grant any benefit to allies through supportive talents,
Formidable abilities or etc, and gains no benefits from those of allies. The only exception to this is where the benefit applies
(ddddd) without any active participation by the character (such as a force field covering a large area the character
happens to be inside).
Any Leadership rolls affecting the character (such as Inspiring Rhetoric checks) add bb.

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The character adds bbb to all Charm checks.
Example Mental Trauma: Visions and Voices
Severity Impact on the character
The character sees things that are not there and hears things that others do not.
Easy (d) hhh on any skill check the character performs may be spent to cause the character to be distracted by their
hallucinations. This adds b to all social interaction checks they perform for the remainder of the encounter.
The character is slowly losing their ability to differentiate between reality and hallucination, and can
Average ocassionally be caught conversing with the voices in their head.
(dd) hhh on any skill check the character performs may be spent to cause the character to be distracted by their
hallucinations. This adds bb to all social interaction checks they perform for the remainder of the encounter.
The hallucinations are a constant distraction now, eating away at the character's ability to focus on what's real.
Hard The character upgrades the difficulty of all Perception checks once.
(ddd)
hhh on any skill check the character performs may be spent to cause the character to be distracted by their
hallucinations. This adds bb to all social interaction checks they perform for the remainder of the encounter.
Far beyond bizarre social behaviour, the visions and voices are now a constant impact on the character’s life,
distracting them at the worst possible moments.
Daunting
The character upgrades the difficulty of all Perception checks twice.
(dddd)
hhh on any skill check the character performs may be spent to cause the character to be distracted by their
hallucinations. This adds bb to all skill checks they perform for the remainder of the encounter.
Far beyond bizarre social behaviour, the visions and voices are now a constant impact on the character’s life,
distracting them at the worst possible moments.
Formidable The character upgrades the difficulty of all Perception checks three times.
(ddddd)
hhh on any skill check the character performs may be spent to cause the character to be distracted by their
hallucinations. This causes the character to become Staggered during the following round as they become lost in
their delusions, and adds bb to all skill checks they perform for the remainder of the encounter.

Example Mental Trauma: Zealous Fury


Severity Impact on the character
The character is slowly becoming consumed by an uncontrollable anger, prone to furious outbursts.
Easy (d) hhhh on any social interaction check the character performs may be spent to cause the character to
violently lash out, venting their frustrations vocally. This increases the difficulty of all social checks the character
makes towards the same target by d until appropriate amends can be made.
The character's temper isn't just reserved for social situations; in combat they become an uncontrollable,
undisciplined font of rage.

Average If the character has been wounded during the current combat encounter, he must succeed on an Average (dd)
Cool check before he can attempt to flee or disengage. This can be attempted once per round.
(dd)
hhhh on any social interaction check the character performs may be spent to cause the character to
violently lash out, venting their frustrations vocally. This increases the difficulty of all social checks the character
makes towards the same target by d until appropriate amends can be made.
Angry outbursts are now giving way to outright threats of violence, the character flying off the handle at the
slightest provocation.

Hard If the character has been wounded during the current combat encounter, he must succeed on an Average (dd)
Cool check before he can attempt to flee or disengage. This can be attempted once per round.
(ddd)
hhh on any social interaction check the character performs may be spent to cause the character to violently
lash out, venting their frustrations vocally. This increases the difficulty of all social checks the character makes
towards the same target by dd until appropriate amends can be made.
Furious anger gives way to irrational bloodlust now, the character finding it difficult to keep a level head in
combat.
If the character has been wounded during the current combat encounter, he must succeed on a Hard (ddd)
Cool check before he can attempt to flee or disengage. This can be attempted once per round.
Daunting If an opponent who has injured the character moves within Short range, the character must succeed on an
(dddd) Average (dd) Cool check to behave normally. If failed, the character must drop any ranged weapons and
dedicate his actions and maneuvers to moving into Engaged range and attacking the opponent in melee
combat with whatever methods he has avaliable (including bare fists, if necessary).
hhh on any social interaction check the character performs may be spent to cause the character to violently
lash out, venting their frustrations vocally. This increases the difficulty of all social checks the character makes
towards the same target by dd until appropriate amends can be made.
The character has become a frothing madman in combat, reduced into a frenzied bloodlust.
As soon as combat begins, the character enters a frenzied state as per the Frenzy talent (page 24). saa is
Formidable only added to the character's melee combat checks if he possesses the Frenzy talent already.
(ddddd)
hhh on any social interaction check the character performs may be spent to cause the character to violently
lash out, venting their frustrations vocally. This increases the difficulty of all social checks the character makes

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towards the same target by dd until appropriate amends can be made.

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